//===== eAthena Script ======================================= //= Grade A and Grade S weapon quests //===== By: ================================================== //= Vicious_Pucca, Reddozen & MasterOfMuppets //===== Current Version: ===================================== //= 1.4 //===== Compatible With: ===================================== //= eAthena SVN 3422+(Requires jA Script System) //===== Description: ========================================= //= Grade A and Grade S weapon quests //===== Additional Comments: ================================= //= 1.0 First Version, Credits goes to Vicious_Pucca for converting [MasterOfMuppets] //= the quest from aegis format to eA format. Also thanks to //= reddozen for fixing bugs. //= 1.1 Many fixes to spelling, grammar, and sentence order. [Silent] //= 1.2 A small fix, thanks to vicious_pucca [MasterOfMuppets] //= 1.21 Fixing MoM's typos (Citrin -> Citrine) [erKURITA] //= 1.3 Redirected error message for "LV_16" to "LV_16_NOGEM" (Gepard) [L0ne_W0lf] //= 1.4 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf] //============================================================ //--------------------------------------------------------------- // Initialize the basic materials for easier reading/conversion //--------------------------------------------------------------- - script lv4_weapon_init -1,{ OnInit: set $@LV4_Citrine, 7295; // 7295,Citrine set $@LV4_Turquoise, 7294; // 7294,Turquoise set $@LV4_Agate, 7291; // 7291,Agate set $@LV4_Muscovite, 7292; // 7292,Muscovite set $@LV4_Biotite, 7297; // 7297,Biotite set $@LV4_Pyroxene, 7296; // 7296,Pyroxene set $@LV4_Phlogopite, 7290; // 7290,Phlogopite set $@LV4_Olivine, 7289; // 7289,Peridot set $@LV4_Rose_Quartz, 7293; // 7293,Rose_Quartz set $@LV4_Gold, 969; // 969,Gold set $@LV4_Steel, 999; // 999,Steel set $@LV4_Emperium, 714; // 714,Emperium set $@LV4_Hammer_Of_Blacksmith, 1005; // 1005,Hammer_of_Blacksmith set $@LV4_Emperium_Anvil, 989; // 989,Emperium_Anvil set $@LV4_Illusion_Flower, 710; // 710,Illusion_Flower end; } //--------------------------------------------------------------- // Bazo, creates Immaterial Sword, Quadrille and Slash //--------------------------------------------------------------- umbala,117,285,3 script Bazo 85,{ set @NowWeight, MaxWeight - Weight; if (@NowWeight >= 3000) goto LV4_NOT_OW; mes "- Wait a minute! -"; mes "- Currently you are overweight. -"; mes "- Please lighten your weight -"; mes "- and try again. -"; close; LV4_NOT_OW: if(lv4_weapon == 0) goto LV4_0; if(lv4_weapon == 1) goto LV4_1; if(lv4_weapon == 2) goto LV4_2; if(lv4_weapon == 3) goto LV4_2; if(lv4_weapon == 4) goto LV4_2; if(lv4_weapon == 5) goto LV4_5; if(lv4_weapon == 6) goto LV4_5; if(lv4_weapon == 7) goto LV4_5; if(lv4_weapon > 7) goto LV4_7; end; // shouldn't be here LV4_0: mes "[Bazo]"; mes "Hello, you are from outside, huh?"; mes "I can tell by your appearance."; mes "Pleased to meet you. My name is Bazo Heburiech."; mes "I am also from outside."; next; mes "[Bazo]"; mes "We must have been meant to meet each other."; mes "If you don't mind, let me explain about this place for a while."; mes "Umbala is adjacent to Nifflheim, the city of the dead."; mes "Even at a first sight, I knew that"; mes "there is something about this village."; next; mes "[Bazo]"; mes "Due to that geographical trait,"; mes "this village was filled with evil power"; mes "that was influenced by the city of the dead."; next; mes "[Bazo]"; mes "The local people have learned"; mes "to manipulate the evil power for"; mes "producing specialties."; next; mes "[Bazo]"; mes "While staying here, I also have learned"; mes "some recipes. If you bring me materials,"; mes "I am willing to show you my skills."; mes "How does that sound?"; next; switch( select( "Sounds good.", "No, thanks." ) ) { case 1: if(BaseLevel >= 70) goto L4_0_1; mes "[Bazo]"; mes "Err...I don't think that you are powerful"; mes "enough to handle my products."; mes "They are charged with evil power."; next; mes "That means if their owners are not powerful"; mes "and not experienced enough,"; mes "they will drive the owners insane."; mes "And I cannot do that to my friend."; next; mes "[Bazo]"; mes "Therefore, I want you to go back and level up first."; mes "I will gladly expect you to come back when you are ready."; break; L4_0_1: mes "[Bazo]"; mes "Excellent! Let me tell you"; mes "the materials I need. I hope you will write them down."; mes "There is not that many though."; next; mes "[Bazo]"; mes "I need 10 Gold, 50 Steel and 10 Emperium"; mes "as basic materials..."; mes "and you can enchant the product with a certain trait."; mes "For that, I need some rare ores..."; next; mes "[Bazo]"; mes "Please bring me 30 of either Citrine, Turquoise or Agate."; mes "Each one of them possess their own attribute"; mes "and following by the ore you have brought,"; mes "my product will possess a special trait."; next; mes "[Bazo]"; mes "I wish you good luck..."; mes "I will wait for you!"; set lv4_weapon, 1; break; case 2: mes "[Bazo]"; mes "Oh, okay. That is fine with me."; mes "By the way, don't you want to know how evil the city of the dead will be?"; mes "I do since that city influences so much of this village"; mes "with it's mysterious power, you know."; break; } close; //-------------------------------------------------- //Gold, Steel, Emp Check + Choosing the gem //-------------------------------------------------- LV4_1: if(countitem($@LV4_Gold) < 10) goto LV4_1_FAIL; if(countitem($@LV4_Steel) < 50) goto LV4_1_FAIL; if(countitem($@LV4_Emperium) < 10) goto LV4_1_FAIL; mes "[Bazo]"; mes "Oh...you have brought all the basic materials."; mes "Now let me check what kind of rare ores"; mes "you have brought..."; next; if (countitem($@LV4_Citrine) >= 30 && countitem($@LV4_Turquoise) >= 30 && countitem($@LV4_Agate) >= 30) goto LV4_1_CTA; if (countitem($@LV4_Citrine) >= 30 && countitem($@LV4_Turquoise) >= 30) goto LV4_1_CT; if (countitem($@LV4_Citrine) >= 30 && countitem($@LV4_Agate) >= 30) goto LV4_1_CA; if (countitem($@LV4_Turquoise) >= 30 && countitem($@LV4_Agate) >= 30) goto LV4_1_TA; if (countitem($@LV4_Citrine) >= 30) goto LV4_1_C; if (countitem($@LV4_Turquoise) >= 30) goto LV4_1_T; if (countitem($@LV4_Agate) >= 30) goto LV4_1_A; goto LV4_1_NOGEM; end; LV4_1_CTA: mes "[Bazo]"; mes "Hahaha, I asked you to bring one kind not all of them."; mes "You can only use one kind of ore."; mes "Which one would you like to use?"; next; switch( select( "Citrine", "Turquoise", "Agate" ) ) { case 1: mes "[Bazo]"; mes "Citrine...okay. Before we start,"; set @gem, $@LV4_Citrine; set @gemstring$,"Citrine"; break; case 2: mes "[Bazo]"; mes "Turquoise...okay. Before we start,"; set @gem, $@LV4_Turquoise; set @gemstring$,"Turquoise"; break; case 3: mes "[Bazo]"; mes "Agate....okay. Before we start,"; set @gem, $@LV4_Agate; set @gemstring$,"Agate"; break; } goto LV4_1_PICK; end; // shouldn't be here LV4_1_CT: mes "[Bazo]"; mes "Hahaha, I asked you to bring one kind not two."; mes "You can only use one kind of ore."; mes "Which one would you like to use?"; next; switch( select( "Citrine", "Turquoise" ) ) { case 1: mes "[Bazo]"; mes "Citrine...okay. Before we start,"; set @gem, $@LV4_Citrine; set @gemstring$,"Citrine"; break; case 2: mes "[Bazo]"; mes "Turquoise...okay. Before we start,"; set @gem, $@LV4_Turquoise; set @gemstring$,"Turquoise"; break; } goto LV4_1_PICK; end; // shouldn't be here LV4_1_CA: mes "[Bazo]"; mes "Hahaha, I asked you to bring one kind not two."; mes "You can only use one kind of ore."; mes "Which one would you like to use?"; next; switch( select( "Citrine", "Agate" ) ) { case 1: mes "[Bazo]"; mes "Citrine...okay. Before we start,"; set @gem, $@LV4_Citrine; set @gemstring$,"Citrine"; break; case 2: mes "[Bazo]"; mes "Agate....okay. Before we start,"; set @gem, $@LV4_Agate; set @gemstring$,"Agate"; break; } goto LV4_1_PICK; end; // shouldn't be here LV4_1_TA: mes "[Bazo]"; mes "Hahaha, I asked you to bring one kind not two."; mes "You can only use one kind of ore."; mes "Which one would you like to use?"; next; switch( select( "Turquoise", "Agate" ) ) { case 1: mes "[Bazo]"; mes "Turquoise...okay. Before we start,"; set @gem, $@LV4_Turquoise; set @gemstring$,"Turquoise"; break; case 2: mes "[Bazo]"; mes "Agate....okay. Before we start,"; set @gem, $@LV4_Agate; set @gemstring$,"Agate"; break; } goto LV4_1_PICK; end; // shouldn't be here LV4_1_C: mes "[Bazo]"; mes "Citrine...okay. Before we start,"; set @gem, $@LV4_Citrine; set @gemstring$,"Citrine"; goto LV4_1_PICK; end; // shouldn't be here LV4_1_T: mes "[Bazo]"; mes "Turquoise...okay. Before we start,"; set @gem, $@LV4_Turquoise; set @gemstring$,"Turquoise"; goto LV4_1_PICK; end; // shouldn't be here LV4_1_A: mes "[Bazo]"; mes "Agate....okay. Before we start,"; set @gem, $@LV4_Agate; set @gemstring$,"Agate"; goto LV4_1_PICK; end; // shouldn't be here LV4_1_PICK: mes "we must do one thing first."; mes "That is, testing your luck."; mes "As you already know,"; mes "I cannot guarantee you that we will succeed"; mes "to make one right away."; next; mes "[Bazo]"; mes "If we can raise your luck before we start,"; mes "we will be able to succeed."; next; mes "[Bazo]"; mes "Now you must be wondering what we"; mes "will do in order to increase your luck."; mes "It is simple, we will play a mind-reading game."; mes "I am going to think of one monster among 4 of my favorite ones,"; mes "you will guess what the monster is."; next; mes "[Bazo]"; mes "You must answer correctly at least"; mes "1 out of 5 times. It shouldn't be that difficult."; mes "And if you fail to answer, we must do something else"; mes "to drive away your bad luck."; next; mes "[Bazo]"; mes "I will take 10 of the special ore you chose."; mes "Well, I understand that it does not sound tempting"; mes "but let's think of it this way."; mes "It is much better than wasting 30 ore"; mes "by failing to create the item, isn't it?"; next; mes "[Bazo]"; mes "Okay, now I need some time to prepare..."; mes "Talk to you later!"; if(countitem($@LV4_Gold) < 10) goto LV4_HACK; if(countitem($@LV4_Steel) < 50) goto LV4_HACK; if(countitem($@LV4_Emperium) < 10) goto LV4_HACK; delitem $@LV4_Gold, 10; delitem $@LV4_Steel, 50; delitem $@LV4_Emperium, 10; if(@gem == $@LV4_Citrine) set lv4_weapon, 2; if(@gem == $@LV4_Turquoise) set lv4_weapon, 3; if(@gem == $@LV4_Agate) set lv4_weapon, 4; close; LV4_1_NOGEM: mes "[Bazo]"; mes "I seem to recall that I asked you to bring"; mes "30 of a special ore, Citrine, Turquoise, or Agate..."; mes "And I don't see any of them."; mes "You must have forgot them. Please go get them too."; close; LV4_1_FAIL: mes "[Bazo]"; mes "Please bring me 10 Gold, 50 Steel and 10 Emperium"; mes "as basic materials..."; mes "and you can enchant the product with a certain trait."; mes "For that, I need some rare ores..."; next; mes "[Bazo]"; mes "Please bring me 30 of either Citrine, Turquoise or Agate."; mes "Each one of them possess their own attribute"; mes "and using the ore you have brought,"; mes "my product will possess a special trait."; next; mes "[Bazo]"; mes "I wish you good luck..."; mes "I will wait for you!"; close; //-------------------------------------------------- //Guessing Game //-------------------------------------------------- LV4_2: if(lv4_weapon == 2) set @gem, $@LV4_Citrine; if(lv4_weapon == 3) set @gem, $@LV4_Turquoise; if(lv4_weapon == 4) set @gem, $@LV4_Agate; if(countitem(@gem) < 30) goto LV4_2_NOGEM; mes "[Bazo]"; mes "Ok, you seem to be ready."; mes "Let's get started."; mes "My favorite monsters are Poring,"; mes "Hode, Obeaune, and Minorous."; next; set @dap, 0; set @correct[0],1; for( set @i, 1; @i <= 5; set @i, @i + 1 ) { mes "[Bazo]"; if(@i == 1) mes "Here's the 1st question. Guess what monster"; if(@i != 1) mes "Alright. Now guess what monster"; mes "I have in my mind at this moment."; next; set @mons, rand(1, 4); switch( select( "Poring", "Hode", "Obeaune", "Minorous" ) ) { case 1: set @correct[@i], 1; if(@mons == 1) set @dap, @dap + 1; break; case 2: set @correct[@i], 2; if(@mons == 2) set @dap, @dap + 1; break; case 3: set @correct[@i], 3; if(@mons == 3) set @dap, @dap + 1; break; case 4: set @correct[@i], 4; if(@mons == 4) set @dap, @dap + 1; break; } } mes "[Bazo]"; mes "Okay, let me give you answers for the questions."; mes "I was thinking of the monsters in the order of"; next; mes "[Bazo]"; for( set @i, 1; @i <= 5; set @i, @i + 1 ) { if(@correct[@i] == 1) mes "Poring"; if(@correct[@i] == 2) mes "Hode"; if(@correct[@i] == 3) mes "Obeaune"; if(@correct[@i] == 4) mes "Minorous"; } if(@dap < 1) goto LV4_2_FAIL; next; mes "[Bazo]"; mes "You answered " + @dap + " times!"; mes "I must say you're amazing!"; mes "As I promised, I will make an Umbala specialty for you."; mes "Please give me some time to prepare."; mes "Talk to you later."; if(countitem(@gem) < 30) goto LV4_HACK; delitem @gem, 30; set lv4_weapon, lv4_weapon + 3; close; LV4_2_FAIL: if(countitem(@gem) < 10) goto LV4_HACK; delitem @gem, 10; next; mes "[Bazo]"; mes "Errr... I don't think you are good at reading"; mes "other people's minds. Or you had bad luck, I guess."; mes "We cannot do that again unless"; mes "we drive away the bad luck."; mes "Give me 10 " + @gemstring$ + ", that will do the job."; next; mes "[Bazo]"; mes "Well...if you want to do this mind-reading game again,"; mes "please come back with the materials."; mes "I will wait here for you."; close; LV4_2_NOGEM: mes "[Bazo]"; mes "Errr...something doesn't feel right. We lack something..."; mes "Will you check the materials that you have brought?"; close; //-------------------------------------------------- //Weapon Creation //-------------------------------------------------- LV4_5: mes "[Bazo]"; mes "Great... now, let's do it!"; mes "Wish me luck...ah, I forgot to tell you this."; mes "I cannot tell you what kind of product it will be. It is so random."; mes "Let's wish that a good thing will come out, okay?"; next; mes "- You feel unknown power start gathering in -"; mes "- the materials. It seems the materials are -"; mes "- absorbing all the evil power in the air. -"; next; mes "- Then, the materials start merging into one -"; mes "- even though Bazo didn't touch them at all. -"; next; mes "[Bazo]"; mes "Can you feel that? The materials are gathering"; mes "power at their own will."; mes "They are out of my hand now. Let's wait and hope."; next; mes "- After a while, the air becomes calm -"; mes "- and you check the result. -"; next; mes "[Bazo]"; mes "Ooooooh! It is done!"; mes "We have succeeded! Ah, it's amazing!"; mes "Did I tell you that it is really rare to succeed right away?"; mes "Yes, God must have listened to our prayers."; mes "Oh, it is a weapon! It will be very useful to you."; mes "Let's take a closer look..."; next; mes "[Bazo]"; switch( lv4_weapon ) { case 5: mes "Immaterial Sword!"; getitem 1141, 1; // 1141,Immaterial_Sword break; case 6: mes "it is Slash!"; getitem 1526, 1; // 1526,Slash break; case 7: mes "it is Quadrille!"; getitem 1527, 1; // 1527,Quadrille break; } set lv4_weapon, 0; mes "This sword was born to be yours!"; mes "Congratulations and hopefully it will have a good use for you."; next; mes "[Bazo]"; mes "I feel so gratified. If you wish to have"; mes "another one, please feel free to visit me anytime."; mes "Have a good travel!"; close; //-------------------------------------------------- //Other Quests //-------------------------------------------------- LV4_7: mes "[Bazo]"; mes "Hmm...I feel something strange from you."; mes "I regret to say that there is nothing I can do for you."; mes "I hope you have a safe travel."; close; //-------------------------------------------------- //Hack Attempt //-------------------------------------------------- LV4_HACK: mes "[Bazo]"; mes "Hmm. There seems to be a bit of problem."; set lv4_weapon, 0; logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest."; close; } //--------------------------------------------------------------- // Hibilaithan, creates Mailbreaker, Swordbreaker and Slaughter //--------------------------------------------------------------- umbala,163,257,3 script Hibilaithan 785,{ if(event_umbala < 3) goto LumWord; set @NowWeight, MaxWeight - Weight; if (@NowWeight >= 3000) goto LV4_NOT_OW; mes "- Wait a minute! -"; mes "- Currently you are overweight. -"; mes "- Please lighten your weight -"; mes "- and try again. -"; close; LV4_NOT_OW: if(lv4_weapon == 0) goto LV4_0; if(lv4_weapon == 8) goto LV4_8; if(lv4_weapon == 9) goto LV4_9; if(lv4_weapon == 10) goto LV4_9; if(lv4_weapon == 11) goto LV4_9; if(lv4_weapon == 12) goto LV4_12; if(lv4_weapon == 13) goto LV4_12; if(lv4_weapon == 14) goto LV4_12; if(lv4_weapon < 8) goto LV4_7; if(lv4_weapon > 14) goto LV4_7; end; // shouldn't be here LumWord: mes "[Hibilaithan]"; mes "Umba! Umbaba...umum! Baumba!"; mes "Umumumbababaumumbabaumba!"; mes "Umbaumbaumbaumbaumhah!"; mes "Umumumumumbababababab!"; close; LV4_0: mes "[Hibilaithan]"; mes "Haha, yeah, I knew this day would come."; mes "Finally people recognize my value"; mes "as the best artisan in Umbala!"; next; mes "[Hibilaithan]"; mes "Okay, let's talk straight."; mes "I, Hibilaithan shall craft something nice"; mes "if you bring me materials!"; mes "Hahahahahaha!"; next; mes "[Hibilaithan]"; mes "Eh? What? You didn't come to see me?"; mes "Stop joking around...Don't play me for a fool!"; mes "People are too shy to tell the truth nowadays!"; mes "Let's be honest and tell me if you want it or not."; next; switch( select( "...okay.", "...sorry, I don't need it!" ) ) { case 1: if(BaseLevel >= 70) goto L4_0_1; mes "[Hibilaithan]"; mes "...what a shame! I regret to tell you this,"; mes "but your spirit is too weak"; mes "to handle the power of my stuff!"; mes "This is not good, not good at all!"; mes "Go and train yourself first."; mes "When you become strong, you may come back!"; break; L4_0_1: mes "[Hibilaithan]"; mes "Great! I like your attitute! Great, great!"; mes "I am going to tell you what I need."; mes "It is not much, so do not forget."; next; mes "[Hibilaithan]"; mes "Bring me 10 Gold, 50 Steel and 10 Emperium"; mes "... as basic materials."; mes "And I need some rare ores to endow power..."; next; mes "[Hibilaithan]"; mes "Bring me 30 of one ore among Muscovite, Biotite or Pyroxene."; mes "Remember you are going to bring 30 of one ore."; mes "I cannot pick one among those because I am"; mes "not sure what will come out. Heh."; next; mes "[Hibilaithan]"; mes "Okay, wish you good luck!"; mes "Meanwhile I am going to chill here."; set lv4_weapon, 8; break; case 2: mes "[Hibilaithan]"; mes "Bah~ what are you afraid of?"; mes "I am just trying to do you a favor, you know?"; mes "Alright, it is your call."; mes "But if you change your mind,"; mes "feel free to come back."; break; } close; //-------------------------------------------------- //Gold, Steel, Emp Check + Choosing the gem //-------------------------------------------------- LV4_8: if(countitem($@LV4_Gold) < 10) goto LV4_8_FAIL; if(countitem($@LV4_Steel) < 50) goto LV4_8_FAIL; if(countitem($@LV4_Emperium) < 10) goto LV4_8_FAIL; mes "[Hibilaithan]"; mes "Oh...you have brought all the basic materials."; mes "Now let me check what kind of rare ores"; mes "you have brought..."; next; if (countitem($@LV4_Muscovite) >= 30 && countitem($@LV4_Biotite) >= 30 && countitem($@LV4_Pyroxene) >= 30) goto LV4_8_MBP; if (countitem($@LV4_Muscovite) >= 30 && countitem($@LV4_Biotite) >= 30) goto LV4_8_MB; if (countitem($@LV4_Muscovite) >= 30 && countitem($@LV4_Pyroxene) >= 30) goto LV4_8_MP; if (countitem($@LV4_Biotite) >= 30 && countitem($@LV4_Pyroxene) >= 30) goto LV4_8_BP; if (countitem($@LV4_Muscovite) >= 30) goto LV4_8_M; if (countitem($@LV4_Biotite) >= 30) goto LV4_8_B; if (countitem($@LV4_Pyroxene) >= 30) goto LV4_8_P; goto LV4_8_NOGEM; end; LV4_8_MBP: mes "[Hibilaithan]"; mes "Gosh, did you brought all three kinds?"; mes "Hahaha, it's fine."; mes "But we cannot use all of them this time."; mes "Pick one that you want to use."; next; switch( select( "Muscovite", "Biotite", "Pyroxene" ) ) { case 1: mes "[Hibilaithan]"; mes "Muscovite...okay. Before we start,"; set @gem, $@LV4_Muscovite; set @gemstring$,"Muscovite"; break; case 2: mes "[Hibilaithan]"; mes "Biotite...okay. Before we start,"; set @gem, $@LV4_Biotite; set @gemstring$,"Biotite"; break; case 3: mes "[Hibilaithan]"; mes "Pyroxene....okay. Before we start,"; set @gem, $@LV4_Pyroxene; set @gemstring$,"Pyroxene"; break; } goto LV4_8_PICK; end; // shouldn't be here LV4_8_MB: mes "[Hibilaithan]"; mes "Hahaha, I asked you to bring one kind not two."; mes "You can only use one kind of ore."; mes "Which one would you like to use?"; next; switch( select( "Muscovite", "Biotite" ) ) { case 1: mes "[Hibilaithan]"; mes "Muscovite...okay. Before we start,"; set @gem, $@LV4_Muscovite; set @gemstring$,"Muscovite"; break; case 2: mes "[Hibilaithan]"; mes "Biotite...okay. Before we start,"; set @gem, $@LV4_Biotite; set @gemstring$,"Biotite"; break; } goto LV4_8_PICK; end; // shouldn't be here LV4_8_MP: mes "[Hibilaithan]"; mes "Hahaha, I asked you to bring one kind not two."; mes "You can only use one kind of ore."; mes "Which one would you like to use?"; next; switch( select( "Muscovite", "Pyroxene" ) ) { case 1: mes "[Hibilaithan]"; mes "Muscovite...okay. Before we start,"; set @gem, $@LV4_Muscovite; set @gemstring$,"Muscovite"; break; case 2: mes "[Hibilaithan]"; mes "Pyroxene....okay. Before we start,"; set @gem, $@LV4_Pyroxene; set @gemstring$,"Pyroxene"; break; } goto LV4_8_PICK; end; // shouldn't be here LV4_8_BP: mes "[Hibilaithan]"; mes "Hahaha, I asked you to bring one kind not two."; mes "You can only use one kind of ore."; mes "Which one would you like to use?"; next; switch( select( "Biotite", "Pyroxene" ) ) { case 1: mes "[Hibilaithan]"; mes "Biotite...okay. Before we start,"; set @gem, $@LV4_Biotite; set @gemstring$,"Biotite"; break; case 2: mes "[Hibilaithan]"; mes "Pyroxene....okay. Before we start,"; set @gem, $@LV4_Pyroxene; set @gemstring$,"Pyroxene"; break; } goto LV4_8_PICK; end; // shouldn't be here LV4_8_M: mes "[Hibilaithan]"; mes "Muscovite...okay. Before we start,"; set @gem, $@LV4_Muscovite; set @gemstring$,"Muscovite"; goto LV4_8_PICK; end; // shouldn't be here LV4_8_B: mes "[Hibilaithan]"; mes "Biotite...okay. Before we start,"; set @gem, $@LV4_Biotite; set @gemstring$,"Biotite"; goto LV4_8_PICK; end; // shouldn't be here LV4_8_P: mes "[Hibilaithan]"; mes "Pyroxene....okay. Before we start,"; set @gem, $@LV4_Pyroxene; set @gemstring$,"Pyroxene"; goto LV4_8_PICK; end; // shouldn't be here LV4_8_PICK: mes "we must do one thing first."; mes "That is, to test your luck."; mes "As you already know,"; mes "I cannot guarantee you that we will succeed"; mes "to make one right away."; next; mes "[Hibilaithan]"; mes "If we can raise your luck before we start,"; mes "we will be able to succeed."; next; mes "[Hibilaithan]"; mes "Now you must be wondering what we"; mes "will do in order to increase your luck."; mes "It is simple, we will play a mind-reading game."; mes "I am going to think of one monster among 4 of my favorites,"; mes "you will guess what that monster is."; next; mes "[Hibilaithan]"; mes "You must answer correctly at least"; mes "1 out of 5 times. It should not be that difficult."; mes "And if you fail to answer, we must do something else"; mes "to drive away your bad luck."; next; mes "[Hibilaithan]"; mes "I will take 10 of the special ore you have chose."; mes "Well, I understand that it does not sound tempting"; mes "but let's think of it this way."; mes "It is much better than wasting 30 ore"; mes "by failing to create the item, isn't it?"; next; mes "[Hibilaithan]"; mes "Okay, now I need some time to prepare..."; mes "Talk to you later!"; if(countitem($@LV4_Gold) < 10) goto LV4_HACK; if(countitem($@LV4_Steel) < 50) goto LV4_HACK; if(countitem($@LV4_Emperium) < 10) goto LV4_HACK; delitem $@LV4_Gold, 10; delitem $@LV4_Steel, 50; delitem $@LV4_Emperium, 10; if(@gem == $@LV4_Muscovite) set lv4_weapon, 9; if(@gem == $@LV4_Biotite) set lv4_weapon, 10; if(@gem == $@LV4_Pyroxene) set lv4_weapon, 11; close; LV4_8_NOGEM: mes "[Hibilaithan]"; mes "I seem to recall that I asked you to bring"; mes "30 of a special ore among Muscovite, Biotite or Pyroxene..."; mes "And I don't see any of them."; mes "You must have forgot that. Please go get them too."; close; LV4_8_FAIL: mes "[Hibilaithan]"; mes "Please bring me 10 Gold, 50 Steel and 10 Emperium"; mes "as basic materials..."; mes "and you can enchant the product with a certain trait."; mes "For that, I need some rare ores..."; next; mes "[Hibilaithan]"; mes "Please bring me 30 of an ore among Citrine, Biotite or Pyroxene."; mes "Each one of them possess their own attributes"; mes "and by using the ore you have brought,"; mes "my product will possess a special trait."; next; mes "[Hibilaithan]"; mes "I wish you good luck..."; mes "I will wait for you!"; close; //-------------------------------------------------- //Guessing Game //-------------------------------------------------- LV4_9: if(lv4_weapon == 9) set @gem, $@LV4_Muscovite; if(lv4_weapon == 10) set @gem, $@LV4_Biotite; if(lv4_weapon == 11) set @gem, $@LV4_Pyroxene; if(countitem(@gem) < 30) goto LV4_9_NOGEM; mes "[Hibilaithan]"; mes "Okay, let's get started!"; mes "It is simple. There are"; mes "4 monsters that I like. I am going to think"; mes "of a monster among the 4, you will guess what it is."; mes "We will play this game 5 times and you must"; mes "answer correctly at least 1 out of 5 times. Doesn't that sound easy?"; next; mes "[Hibilaithan]"; mes "This is a very good game for"; mes "increasing your luck!"; mes "Okay, you better be ready now."; next; set @dap, 0; set @correct[0],1; for( set @i, 1; @i <= 5; set @i, @i + 1 ) { mes "[Hibilaithan]"; if(@i == 1) mes "I like Zealotus, Alice,"; if(@i == 1) mes "Munak, and Isis among all monsters."; mes "Now, guess which one"; mes "I am thinking of at this moment."; next; set @mons, rand(1, 4); switch( select( "Zhertilsh", "Alice", "Munak", "Isis" ) ) { case 1: set @correct[@i], 1; if(@mons == 1) set @dap, @dap + 1; break; case 2: set @correct[@i], 2; if(@mons == 2) set @dap, @dap + 1; break; case 3: set @correct[@i], 3; if(@mons == 3) set @dap, @dap + 1; break; case 4: set @correct[@i], 4; if(@mons == 4) set @dap, @dap + 1; break; } } mes "[Hibilaithan]"; mes "Okay, that's all! Now let me"; mes "check the answers. I was thinking"; mes "monsters in the order of..."; next; mes "[Hibilaithan]"; for( set @i, 1; @i <= 5; set @i, @i + 1 ) { if(@correct[@i] == 1) mes "Zhertilsh"; if(@correct[@i] == 2) mes "Alice"; if(@correct[@i] == 3) mes "Munak"; if(@correct[@i] == 4) mes "Isis"; } if(@dap < 1) goto LV4_9_FAIL; next; mes "[Hibilaithan]"; mes "Wow, are you a mind reader or what?"; mes "You answered " + @dap + " times correctly! Whoa..."; mes "I guess you are already a lucky one,"; mes "therefore we don't have any reason"; mes "to prolong the work now!"; mes "I need some time to prepare, talk to you later!"; if(countitem(@gem) < 30) goto LV4_HACK; delitem @gem, 30; set lv4_weapon, lv4_weapon + 3; close; LV4_9_FAIL: if(countitem(@gem) < 10) goto LV4_HACK; delitem @gem, 10; next; mes "[Hibilaithan]"; mes "This is not good, not good at all!"; mes "You didn't even have a correct answer."; mes "We cannot start the work with this kind of result."; mes "Okay...we must drive away your bad luck first."; mes "10 " + @gemstring$ + " will do it!"; next; mes "[Hibilaithan]"; mes "Now, we need to play the game again."; mes "If you don't anymore ore, go get some."; mes "I am not going anywhere"; mes "so you don't need to be in hurry."; mes "Take your time!"; close; LV4_9_NOGEM: mes "[Hibilaithan]"; mes "Hum. You might lack of"; mes "materials? Check them again."; mes "See. I knew it."; close; //-------------------------------------------------- //Weapon Creation //-------------------------------------------------- LV4_12: mes "[Hibilaithan]"; mes "Ah, I can tell you are ready. Alright..."; mes "I will try to make an awsome item for you."; mes "...and you are not going to look over my shoulder!"; mes "I don't want to share my secret recipe with anyone!"; next; mes "- Hibilaithan picks up all the materials -"; mes "- and turns his back at you. -"; mes "- You see him busying himself with something. -"; mes "- Although the way he is doing it -"; mes "- looks very primitive and crude, -"; mes "- you feel that some strange energy has gathered around him. -"; next; mes "[Hibilaithan]"; mes "Umm~ umm~ umm~"; mes "Aww~aww~ aww~"; mes "Phew~ phew~ phew~"; mes "Woo~ woo~ woo~"; mes "Ho~ ho~ ho~"; next; mes "[Hibilaithan]"; mes " "; mes " "; mes "Haha, there it is! Phew, that was really hard..."; mes "You're anxious, aren't you? Ok, let's see..."; next; mes "[Hibilaithan]"; mes "It's a big success! Hahaha, sure, I made it..."; mes "Therefore, it should be a big success."; mes "Oh, you got a weapon here...let's see,"; switch( lv4_weapon ) { case 12: mes "it is a Mailbreaker!"; getitem 1225, 1; // 1225,Mail_Breaker break; case 13: mes "it is a Swordbreaker!"; getitem 1224, 1; // 1224,Sword_Breaker break; case 14: mes "it is a Slaughter!"; getitem 1367, 1; // 1367,Slaughter break; } set lv4_weapon, 0; mes "This was made competely because I am that skillful,"; mes "you got to be thankful for that!"; next; mes "[Hibilaithan]"; mes "Whenever you want to have a nice thing,"; mes "come back to me anytime!"; mes "I am a very generous genius, you know?"; mes "Always be thankful for the weapon that I made for you, okay?"; mes "See you!"; close; //-------------------------------------------------- //Other Quests //-------------------------------------------------- LV4_7: mes "[Hibilaithan]"; mes "Hmm...I feel something strange from you."; mes "I regret to say that there is nothing I can do for you."; mes "I hope you have a safe travel."; close; //-------------------------------------------------- //Hack Attempt //-------------------------------------------------- LV4_HACK: mes "[Hibilaithan]"; mes "Hmm. There seems to be a bit of problem."; set lv4_weapon, 0; logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest."; close; } //-------------------------------------------------- // Tabezthan, creates Talefing, Sabbath and Caesar's Sword //-------------------------------------------------- um_in,156,77,5 script Tabezthan 788,{ if(event_umbala < 3) goto LumWord; set @NowWeight, MaxWeight - Weight; if (@NowWeight >= 3000) goto LV4_NOT_OW; mes "- Wait a minute! -"; mes "- You are currently overweight. -"; mes "- Please lose some weight -"; mes "- and try again. -"; close; LV4_NOT_OW: if(lv4_weapon == 0) goto LV4_0; if(lv4_weapon == 15) goto LV4_15; if(lv4_weapon == 16) goto LV4_16; if(lv4_weapon == 17) goto LV4_16; if(lv4_weapon == 18) goto LV4_16; if(lv4_weapon == 19) goto LV4_19; if(lv4_weapon == 20) goto LV4_19; if(lv4_weapon == 21) goto LV4_19; if(lv4_weapon < 15) goto LV4_14; if(lv4_weapon > 21) goto LV4_14; end; // shouldn't be here LumWord: mes "[Tabezthan]"; mes "Umba! Umbaba...umum! Baumba!"; mes "Umumumbababaumumbabaumba!"; mes "Umbaumbaumbaumbaumhah!"; mes "Umumumumumbababababab!"; close; LV4_0: mes "[Tabezthan]"; mes "Hmm...I feel something different about you..."; mes "You are a stranger...aren't you?"; next; mes "[Tabezthan]"; mes "Let me introduce myself."; mes "I am Tabezthan,"; mes "the storage of the knowledge and the genius of Umbala..."; mes "Hahahaha."; next; mes "[Tabezthan]"; mes "I have two diciples. One is Hibilaithan the fool"; mes "and the other one is Bazo who is intelligent"; mes "and is from outside the same as you."; next; mes "[Tabezthan]"; mes "Of course both of them are talented and skillful"; mes "but I am worried about Hibilaithan, for he"; mes "makes many stupid mistakes and is shameless"; mes "for what he has done."; next; mes "[Tabezthan]"; mes "I have tought them how to manipulate"; mes "the mysterious energy existing in Umbala"; mes "for creating things with it.."; mes "I heard that there is a similar skill called Alchemy"; mes "in the outside world. Although I am not sure if I remember it correctly."; next; mes "[Tabezthan]"; mes "Anyways, would you like to see my skill?"; mes "If so, bring me materials I need,"; mes "I am more than willing to present my skill for you."; next; switch( select( "Yes, please.", "No, thank you." ) ) { case 1: if(BaseLevel >= 70) goto L4_0_1; mes "[Tabezthan]"; mes "Sebelumnya saya harus menekankan ini"; mes "Barang spesial ini akan menjadi berbahaya jika kamu sendiri masih lemah"; mes "Kamu harus lebih berpengalaman lagi anak muda"; mes "Naikan level kamu terlebih dahulu"; mes "jika kamu sudah merasa kuat kembalilah kesini kembali"; mes "Sampai jumpa ~~"; break; L4_0_1: mes "[Tabezthan]"; mes "One with curiousity...he is called the young adventurer..."; mes "Fine. Then let me inform you of"; mes "the matetrials I need. Please memorize them"; mes "or write them down."; mes "It is not much however."; next; mes "[Tabezthan]"; mes "I need 10 Gold, 50 Steel and 10 Emperium"; mes "as basic materials..."; mes "and you can enchant the product with a certain trait."; mes "For that, I need some rare ores..."; next; mes "[Tabezthan]"; mes "Please bring me 30 of an ore among Phlogopite, Peridot or Rose Quartz."; mes "Each one of them possess their own attribute"; mes "and by using the ore you have brought,"; mes "my product will possess a special trait."; next; mes "[Tabezthan]"; mes "However, please be aware that"; mes "I cannot guarantee what will come out as a result."; mes "There are too many factors in the world of alchemy"; mes "where my knowledge is limited."; mes "So you must be willing to accept the result as it is"; mes "even if it does not satisfy your expectations."; next; mes "[Tabezthan]"; mes "That means that you should place trust in luck."; mes "Let's talk about it later...please go prepare the materials first."; mes "Come back when you are ready."; mes "I will wait here."; set lv4_weapon, 15; break; case 2: mes "[Tabezthan]"; mes "Oh...I see. I was not forcing you anyhow."; mes "However, it is a little bit dissappointing to hear that."; mes "I was going to display my ability at full length."; mes "When you change your mind, please come back."; break; } close; //-------------------------------------------------- //Gold, Steel, Emp Check + Choosing the gem //-------------------------------------------------- LV4_15: if(countitem($@LV4_Gold) < 10) goto LV4_15_FAIL; if(countitem($@LV4_Steel) < 50) goto LV4_15_FAIL; if(countitem($@LV4_Emperium) < 10) goto LV4_15_FAIL; mes "[Tabezthan]"; mes "Ah~ you came back ealier than I thought."; mes "Let's see...you have all the basic materials...and"; mes "we need one more thing, remember?"; mes "Did you bring it as well?"; next; if (countitem($@LV4_Phlogopite) >= 30 && countitem($@LV4_Olivine) >= 30 && countitem($@LV4_Rose_Quartz) >= 30) goto LV4_15_POR; if (countitem($@LV4_Phlogopite) >= 30 && countitem($@LV4_Olivine) >= 30) goto LV4_15_PO; if (countitem($@LV4_Phlogopite) >= 30 && countitem($@LV4_Rose_Quartz) >= 30) goto LV4_15_PR; if (countitem($@LV4_Olivine) >= 30 && countitem($@LV4_Rose_Quartz) >= 30) goto LV4_15_OR; if (countitem($@LV4_Phlogopite) >= 30) goto LV4_15_P; if (countitem($@LV4_Olivine) >= 30) goto LV4_15_O; if (countitem($@LV4_Rose_Quartz) >= 30) goto LV4_15_R; goto LV4_15_NOGEM; end; LV4_15_POR: mes "[Tabezthan]"; mes "You made a great effort to bring all of them."; mes "However, you can only use one kind at a time."; mes "Please choose what you want to use this time."; next; switch( select( "Phlogopite", "Peridot", "Rose Quartz" ) ) { case 1: mes "[Tabezthan]"; mes "Phlogopite...okay. Before we start,"; set @gem, $@LV4_Phlogopite; set @gemstring$,"Phlogopite"; break; case 2: mes "[Tabezthan]"; mes "Peridot...okay. Before we start,"; set @gem, $@LV4_Olivine; set @gemstring$,"Peridot"; break; case 3: mes "[Tabezthan]"; mes "Rose Quartz....okay. Before we start,"; set @gem, $@LV4_Rose_Quartz; set @gemstring$,"Rose Quartz"; break; } goto LV4_15_PICK; end; // shouldn't be here LV4_15_PO: mes "[Tabezthan]"; mes "Hahaha, I asked you to bring one kind not two."; mes "You can only use one kind of ore."; mes "Which one would you like to use?"; next; switch( select( "Phlogopite", "Peridot" ) ) { case 1: mes "[Tabezthan]"; mes "Phlogopite...okay. Before we start,"; set @gem, $@LV4_Phlogopite; set @gemstring$,"Phlogopite"; break; case 2: mes "[Tabezthan]"; mes "Peridot...okay. Before we start,"; set @gem, $@LV4_Olivine; set @gemstring$,"Peridot"; break; } goto LV4_15_PICK; end; // shouldn't be here LV4_15_PR: mes "[Tabezthan]"; mes "Hahaha, I asked you to bring one kind not two."; mes "You can only use one kind of ore."; mes "Which one would you like to use?"; next; switch( select( "Phlogopite", "Rose Quartz" ) ) { case 1: mes "[Tabezthan]"; mes "Phlogopite...okay. Before we start,"; set @gem, $@LV4_Phlogopite; set @gemstring$,"Phlogopite"; break; case 2: mes "[Tabezthan]"; mes "Rose Quartz....okay. Before we start,"; set @gem, $@LV4_Rose_Quartz; set @gemstring$,"Rose Quartz"; break; } goto LV4_15_PICK; end; // shouldn't be here LV4_15_OR: mes "[Tabezthan]"; mes "Hahaha, I asked you to bring one kind not two."; mes "You can only use one kind of ore."; mes "Which one would you like to use?"; next; switch( select( "Peridot", "Rose Quartz" ) ) { case 1: mes "[Tabezthan]"; mes "Peridot...okay. Before we start,"; set @gem, $@LV4_Olivine; set @gemstring$,"Peridot"; break; case 2: mes "[Tabezthan]"; mes "Rose Quartz....okay. Before we start,"; set @gem, $@LV4_Rose_Quartz; set @gemstring$,"Rose Quartz"; break; } goto LV4_15_PICK; end; // shouldn't be here LV4_15_P: mes "[Tabezthan]"; mes "Phlogopite...okay. Before we start,"; set @gem, $@LV4_Phlogopite; set @gemstring$,"Phlogopite"; goto LV4_15_PICK; end; // shouldn't be here LV4_15_O: mes "[Tabezthan]"; mes "Peridot...okay. Before we start,"; set @gem, $@LV4_Olivine; set @gemstring$,"Peridot"; goto LV4_15_PICK; end; // shouldn't be here LV4_15_R: mes "[Tabezthan]"; mes "Rose Quartz....okay. Before we start,"; set @gem, $@LV4_Rose_Quartz; set @gemstring$,"Rose Quartz"; goto LV4_15_PICK; end; // shouldn't be here LV4_15_PICK: mes "we must do one thing first."; mes "That is, to test your luck."; mes "As you already know,"; mes "I cannot guarantee you that we will succeed"; mes "in makeing one right away."; next; mes "[Tabezthan]"; mes "If we can raise your luck before we start,"; mes "we will be able to succeed."; next; mes "[Tabezthan]"; mes "Now you must be wondering what we"; mes "will do in order to increase your luck."; mes "It is simple, we will play a mind-reading game."; mes "I am going to think of one monster among 4 of my favorites,"; mes "you will guess what the monster is."; next; mes "[Tabezthan]"; mes "You must answer correctly at least"; mes "1 out of 5 times. It should not be that difficult."; mes "And if you fail to answer correctly, we must do something else"; mes "to drive away your bad luck."; next; mes "[Tabezthan]"; mes "I will take 10 of the special ore you chose."; mes "Well, I understand that it does not sound tempting"; mes "but let's think of it this way."; mes "It is much better than wasting 30 ore"; mes "by failing to create the item, isn't it?"; next; mes "[Tabezthan]"; mes "Okay, now I need some time to prepare..."; mes "Talk to you later!"; if(countitem($@LV4_Gold) < 10) goto LV4_HACK; if(countitem($@LV4_Steel) < 50) goto LV4_HACK; if(countitem($@LV4_Emperium) < 10) goto LV4_HACK; delitem $@LV4_Gold, 10; delitem $@LV4_Steel, 50; delitem $@LV4_Emperium, 10; if(@gem == $@LV4_Phlogopite) set lv4_weapon, 16; if(@gem == $@LV4_Olivine) set lv4_weapon, 17; if(@gem == $@LV4_Rose_Quartz) set lv4_weapon, 18; close; LV4_15_NOGEM: mes "[Tabezthan]"; mes "Hmmm...I cannot find any rare ores in"; mes "the materials that you have brought..."; mes "Please bring me 30 of an ore among Phlogopite, Peridot"; mes "or Rose Quartz."; close; LV4_15_FAIL: mes "[Tabezthan]"; mes "I need 10 Gold, 50 Steel and 10 Emperium"; mes "as basic materials..."; mes "and you can enchant the product with a certain trait."; mes "For that, I need some rare ores..."; next; mes "[Tabezthan]"; mes "Please bring me 30 of an ore among Phlogopite, Peridot or Rose Quartz."; mes "Each one of them possess their own attribute"; mes "and by using the ore you have brought,"; mes "my product will possess a special trait."; close; //-------------------------------------------------- //Guessing Game //-------------------------------------------------- LV4_16: if(lv4_weapon == 16) set @gem, $@LV4_Phlogopite; if(lv4_weapon == 17) set @gem, $@LV4_Olivine; if(lv4_weapon == 18) set @gem, $@LV4_Rose_Quartz; if(countitem(@gem) < 30) goto LV4_16_NOGEM; mes "[Tabezthan]"; mes "Okay, let's get started!"; mes "It is simple. There are"; mes "4 monsters that I like. I am going to think"; mes "of a monster among the 4, you will guess what it is."; mes "We will play this game 5 times and you must"; mes "answer correctly at least 1 out of 5 times. Doesn't it sound easy?"; next; mes "[Hibilaithan]"; mes "This is a very good game for"; mes "increasing your luck!"; mes "Okay, better be ready now."; next; set @dap, 0; set @correct[0],1; for( set @i, 1; @i <= 5; set @i, @i + 1 ) { mes "[Tabezthan]"; if(@i == 1) mes "I like Baphomet, Dark Lord,"; if(@i == 1) mes "Bloody Knight, and Stormy Knight among all monsters."; mes "Now, guess which one"; mes "I am thinking at this moment."; next; set @mons, rand(1, 4); switch( select( "Baphomet", "Dark Lord", "Bloody Knight", "Stormy Knight" ) ) { case 1: set @correct[@i], 1; if(@mons == 1) set @dap, @dap + 1; break; case 2: set @correct[@i], 2; if(@mons == 2) set @dap, @dap + 1; break; case 3: set @correct[@i], 3; if(@mons == 3) set @dap, @dap + 1; break; case 4: set @correct[@i], 4; if(@mons == 4) set @dap, @dap + 1; break; } } mes "[Tabezthan]"; mes "Okay, that's all! Now let me check"; mes "the answers. I was thinking"; mes "of the monsters in the order of..."; next; mes "[Tabezthan]"; for( set @i, 1; @i <= 5; set @i, @i + 1 ) { if(@correct[@i] == 1) mes "Baphomet"; if(@correct[@i] == 2) mes "Dark Lord"; if(@correct[@i] == 3) mes "Bloody Knight"; if(@correct[@i] == 4) mes "Stormy Knight"; } if(@dap < 1) goto LV4_16_FAIL; next; mes "[Tabezthan]"; mes "You have answered " + @dap + " times correctly."; mes "It seems that your luck is at its highest."; mes "I need some time to prepare, talk to you later."; if(countitem(@gem) < 30) goto LV4_HACK; delitem @gem, 30; set lv4_weapon, lv4_weapon + 3; close; LV4_16_FAIL: if(countitem(@gem) < 10) goto LV4_HACK; delitem @gem, 10; next; mes "[Tabezthan]"; mes "Unfortunately you have failed..."; mes "When you have bad luck, you'd better"; mes "not expect a good result."; mes "Okay, we must drive away your bad luck."; mes "10 " + @gemstring$ + " will do it."; next; mes "[Tabezthan]"; mes "Do not be so dissappointed."; mes "It is still better than wasting 30 of them"; mes "for trying to make a thing when you know"; mes "you would not make it. "; next; mes "[Tabezthan]"; mes "If you need something to prepare,"; mes "please do. I will wait for you here."; close; LV4_16_NOGEM: mes "[Tabezthan]"; mes "Umm...it seems you are lacking " + @gemstring$; mes "Please count them and"; mes "if you don't have enough,"; mes "you can go gather more first."; close; //-------------------------------------------------- //Weapon Creation //-------------------------------------------------- LV4_19: mes "[Tabezthan]"; mes "Great, I am also ready."; mes "Shall we start now? Give me a minute."; mes "I need to arrange these materials in a magic circle."; next; mes "- He arranges materials in a strange circle -"; mes "- and starts chanting in a strange language. -"; mes "- As he does that, suddenly the air surrounding him -"; mes "- seems to change and you feel something powerful-"; mes "- gathering around him and the materials. -"; next; mes "[Tabezthan]"; mes "Please understand that the power is not from me."; mes "I just used my ability to gather the power into these materials."; mes "The power has come from the city of the dead."; next; mes "[Tabezthan]"; mes "The result is in God's hands."; mes "Let's pray for a good result together."; mes "Hmmmmm!"; next; mes "- After a while...you find the materials -"; mes "- are gathering and combining into one new thing. -"; mes "- Does that mean that you have succeeded or failed?! -"; next; mes "[Tabezthan]"; mes "?!...God must bless you!"; mes "I cannot believe that I created such a rare weapon!"; mes "Yes, my late father told me the name of this weapon."; switch( lv4_weapon ) { case 19: mes "That is Caesar's Sword."; getitem 1134, 1; // 1134,Caesar's_Sword break; case 20: mes "That is Talefing."; getitem 1139, 1; // 1139,Talefing_ break; case 21: mes "That is Sabbath."; getitem 1365, 1; // 1365,Sabbath break; } set lv4_weapon, 0; mes "[Tabezthan]"; mes "Now, since I made this with materials"; mes "that you have brought, this is yours now."; mes "I only helped you to make it,"; mes "and I am glad to give this to you."; next; mes "[Tabezthan]"; mes "Well, feel free to come back"; mes "if you want to make a thing again...hahaha."; mes "The weapon was made to be yours."; close; //-------------------------------------------------- //Other Quests //-------------------------------------------------- LV4_14: mes "[Tabezthan]"; mes "Umm...you don't have a business with me, do you?"; mes "Please do not think of me as an old fool."; mes "When a man gets older, he can see through other people's minds."; mes "Go ahead and do what you have been doing."; mes "Do not let me intrrupt you any longer."; close; //-------------------------------------------------- //Hack Attempt //-------------------------------------------------- LV4_HACK: mes "[Tabezthan]"; mes "Hmm. There seems to be a bit of problem."; set lv4_weapon, 0; logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest."; close; } //-------------------------------------------------- // Bill Thayer, Gives hints for S grade weapons quests //-------------------------------------------------- aldebaran,178,239,3 script Bill Thayer 712,{ // Explain Materials if(lv4_weapon == 26) goto LV4_26; if(lv4_weapon == 27) goto LV4_27; if(lv4_weapon == 28) goto LV4_28; if(lv4_weapon == 35) goto LV4_35; if(lv4_weapon == 36) goto LV4_36; if(lv4_weapon == 37) goto LV4_37; if(lv4_weapon == 44) goto LV4_44; if(lv4_weapon == 45) goto LV4_45; if(lv4_weapon == 46) goto LV4_46; if(lv4_weapon == 53) goto LV4_53; if(lv4_weapon == 54) goto LV4_54; if(lv4_weapon == 55) goto LV4_55; // Guide if(lv4_weapon == 22) goto LV4_22; if(lv4_weapon == 23) goto LV4_23; if(lv4_weapon == 31) goto LV4_31; if(lv4_weapon == 32) goto LV4_32; if(lv4_weapon == 40) goto LV4_40; if(lv4_weapon == 41) goto LV4_41; if(lv4_weapon == 49) goto LV4_49; if(lv4_weapon == 50) goto LV4_50; mes "[Bill Thayer]"; mes "...I cannot do anything now."; mes "In the past, I used to be a well-known weaponsmith"; mes "but now I am just a lonely old man who lost all of his sons."; mes "Please leave me alone."; close; LV4_27: LV4_28: LV4_36: LV4_37: LV4_45: LV4_46: LV4_54: LV4_55: if(lv4_weapon == 27) { set @LV4_Gem1Name$, "Peridot"; set @LV4_Gem2Name$, "Turquoise"; set @LV4_Gem3Name$, "Agate"; } if(lv4_weapon == 28) { set @LV4_Gem1Name$, "Phlogopite"; set @LV4_Gem2Name$, "Pyroxene"; set @LV4_Gem3Name$, "Rose Quartz"; } if(lv4_weapon == 36) { set @LV4_Gem1Name$, "Muscovite"; set @LV4_Gem2Name$, "Rose Quartz"; set @LV4_Gem3Name$, "Peridot"; } if(lv4_weapon == 37) { set @LV4_Gem1Name$, "Biotite"; set @LV4_Gem2Name$, "Agate"; set @LV4_Gem3Name$, "Citrine"; } if(lv4_weapon == 45) { set @LV4_Gem1Name$, "Turquoise"; set @LV4_Gem2Name$, "Biotite"; set @LV4_Gem3Name$, "Rose Quartz"; } if(lv4_weapon == 46) { set @LV4_Gem1Name$, "Citrine"; set @LV4_Gem2Name$, "Pyroxene"; set @LV4_Gem3Name$, "Phlogopite"; } if(lv4_weapon == 54) { set @LV4_Gem1Name$, "Muscovite"; set @LV4_Gem2Name$, "Agate"; set @LV4_Gem3Name$, "Citrine"; } if(lv4_weapon == 55) { set @LV4_Gem1Name$, "Pyroxene"; set @LV4_Gem2Name$, "Turquoise"; set @LV4_Gem3Name$, "Phlogopite"; } mes "[Bill Thayer]"; mes "Hmm...it seems that you need 30 of"; mes @LV4_Gem1Name$ + ", " + @LV4_Gem2Name$ + ", and " + @LV4_Gem3Name$; mes "I am sure that those are the materials..."; mes "but I cannot guarantee anything about the result..."; next; mes "[Bill Thayer]"; mes "My sons passed away before we finished this research..."; mes "Hahaha...let's not talk about it."; mes "I told you what you need anyway."; close; LV4_26: LV4_35: LV4_44: LV4_53: mes "[Bill Thayer]"; if(lv4_weapon == 26) mes "What, Kayron's research?"; if(lv4_weapon == 35) mes "What, Reyghema's research?"; if(lv4_weapon == 44) mes "What? Hein's research?"; if(lv4_weapon == 53) mes "What? Waltboughst's research?"; mes "How do you know him?"; mes "Were you a friend of him when he was still alive?"; mes "Ah....there must an act of providence."; next; set lv4_weapon, lv4_weapon + rand(1, 2); switch( lv4_weapon ) { case 27: set @LV4_Gem1Name$, "Peridot"; set LV4_Gem1, $@LV4_Olivine; set @LV4_Gem2Name$, "Turquoise"; set LV4_Gem2, $@LV4_Turquoise; set @LV4_Gem3Name$, "Agate"; set LV4_Gem3, $@LV4_Agate; break; case 28: set @LV4_Gem1Name$, "Phlogopite"; set LV4_Gem1, $@LV4_Phlogopite; set @LV4_Gem2Name$, "Pyroxene"; set LV4_Gem2, $@LV4_Pyroxene; set @LV4_Gem3Name$, "Rose Quartz"; set LV4_Gem3, $@LV4_Rose_Quartz; break; case 36: set @LV4_Gem1Name$, "Muscovite"; set LV4_Gem1, $@LV4_Muscovite; set @LV4_Gem2Name$, "Rose Quartz"; set LV4_Gem2, $@LV4_Rose_Quartz ; set @LV4_Gem3Name$, "Peridot"; set LV4_Gem3, $@LV4_Olivine; break; case 37: set @LV4_Gem1Name$, "Biotite"; set LV4_Gem1, $@LV4_Biotite; set @LV4_Gem2Name$, "Agate"; set LV4_Gem2, $@LV4_Agate; set @LV4_Gem3Name$, "Citrine"; set LV4_Gem3, $@LV4_Citrine; break; case 45: set @LV4_Gem1Name$, "Turquoise"; set LV4_Gem1, $@LV4_Turquoise; set @LV4_Gem2Name$, "Biotite"; set LV4_Gem2, $@LV4_Biotite; set @LV4_Gem3Name$, "Rose Quartz"; set LV4_Gem3, $@LV4_Rose_Quartz; break; case 46: set @LV4_Gem1Name$, "Citrine"; set LV4_Gem1, $@LV4_Citrine; set @LV4_Gem2Name$, "Pyroxene"; set LV4_Gem2, $@LV4_Pyroxene; set @LV4_Gem3Name$, "Phlogopite"; set LV4_Gem3, $@LV4_Phlogopite; break; case 54: set @LV4_Gem1Name$, "Muscovite"; set LV4_Gem1, $@LV4_Muscovite; set @LV4_Gem2Name$, "Agate"; set LV4_Gem2, $@LV4_Agate; set @LV4_Gem3Name$, "Citrine"; set LV4_Gem3, $@LV4_Citrine; break; case 55: set @LV4_Gem1Name$, "Pyroxene"; set LV4_Gem1, $@LV4_Pyroxene; set @LV4_Gem2Name$, "Turquoise"; set LV4_Gem2, $@LV4_Turquoise; set @LV4_Gem3Name$, "Phlogopite"; set LV4_Gem3, $@LV4_Phlogopite; break; } mes "[Bill Thayer]"; mes "Hmm...it seems that you need 30 of"; mes @LV4_Gem1Name$ + ", " + @LV4_Gem2Name$ + ", and " + @LV4_Gem3Name$; mes "I am sure that those are the materials..."; mes "but I cannot guarantee anything about the result..."; next; mes "[Bill Thayer]"; mes "My sons passed away before we finished this research..."; mes "Hahaha...let's not talk about it."; mes "I told you what you need anyway."; close; LV4_22: LV4_23: mes "[Bill Thayer]"; mes "Oh well, I told you already"; mes "that there is nothing I can do for you..."; mes "since my sons are all gone...why are"; mes "you wasting my breath? ^4D4DFFYou are helpless.^000000"; set lv4_weapon, 23; next; mes "[Bill Thayer]"; mes "...you just made me"; mes "miss my sons again..."; mes "Please leave me alone."; close; LV4_31: LV4_32: mes "[Bill Thayer]"; mes "All of my sons broke my heart by dying young..."; mes "...youth...what is youth?"; mes "^4D4DFFThat means that you never regret anything!^000000"; set lv4_weapon, 32; next; mes "[Bill Thayer]"; mes "That was what I used to tell to my sons."; mes "Please remember that,"; mes "never regret anything that you have done."; mes "However, in order to do that, you must"; mes "do everything right...that's all I can tell you for now."; close; LV4_40: LV4_41: mes "[Bill Thayer]"; mes "...no matter how much you are willing to pay me,"; mes "I am not going to forge any weapons."; mes "Even when I was actively forging weapons,"; mes "I didn't accept money from my clients."; mes "You know why?"; next; mes "[Bill Thayer]"; mes "It brings me bad luck ^4D4DFFto^000000"; mes "^4D4DFFforge a good weapon.^000000"; mes "Therefore I didn't receive money from them."; set lv4_weapon, 41; next; mes "[Bill Thayer]"; mes "Well, I am not going to do so"; mes "even if you offer me something else other than money"; mes "...unless all of my sons come back"; mes "alive...."; close; LV4_49: LV4_50: mes "[Bill Thayer]"; mes "...do you not have anything to do?"; mes "I hope you stop bothering me"; mes "and trying your best for your work."; mes "Ah...trying best does not always"; mes "result in a success though."; next; mes "[Bill Thayer]"; mes "However, ^4D4DFFall the successful men^000000"; mes "^4D4DFFin the history tried their best!^000000"; mes "I hope you will remember that."; mes "I used to tell this to my sons when they were alive."; mes "Hahaha..."; set lv4_weapon, 50; close; } //-------------------------------------------------- // Kayron, creates Longinus' Spear, Guillotine, Great Axe and Brionac //-------------------------------------------------- niflheim,240,193,3 script Kayron 794,{ set @NowWeight, MaxWeight - Weight; if (@NowWeight >= 3000) goto LV4_NOT_OW; mes "- Wait a minute! -"; mes "- You are currently overweight. -"; mes "- Please lose some weight -"; mes "- and try again. -"; close; LV4_NOT_OW: if(BaseLevel >= 80) goto LV4_LEVEL_PASS; mes "[Kayron]"; mes "Bah, I cannot believe"; mes "that such a weak man like you even came here."; mes "You have an invisible sign on your forehead"; mes "that indicates you are a weakling. Be strong first."; close; LV4_LEVEL_PASS: if(lv4_weapon == 0) goto LV4_0; if(lv4_weapon < 22) goto LV4_21; if(lv4_weapon == 22) goto LV4_22; if(lv4_weapon == 23) goto LV4_23; if(lv4_weapon == 24) goto LV4_24; if(lv4_weapon == 25) goto LV4_25; if(lv4_weapon == 26) goto LV4_26; if(lv4_weapon == 27) goto LV4_27; if(lv4_weapon == 28) goto LV4_28; if(lv4_weapon == 29) goto LV4_29; if(lv4_weapon == 30) goto LV4_30; if(lv4_weapon > 30) goto LV4_31; end; // shouldn't be here LV4_0: LV4_22: mes "[Kayron]"; mes "I used to be called Kayron when I was alive."; mes "But now I am nothing but"; mes "a ghost wandering this place."; mes "I am worthless...I cannot do anything"; mes "without a body..."; next; if(lv4_weapon == 0) goto LV4_0_ASK; mes "[Kayron]"; mes "Ah...I cannot remember what I was going to say..."; mes "Waaahhh.....I cannot remember...."; mes "My memory is gone...!"; close; LV4_0_ASK: switch( select( "Show interest.", "Ignore him." ) ) { case 1: mes "[Kayron]"; mes "Ah...I cannot remember what I was going to say..."; mes "Waaahhh.....I cannot remember...."; mes "My memory is gone...!"; set lv4_weapon, 22; close; break; case 2: mes "- Because you decided to ignore him, -"; mes "- you are no longer able to hear him. -"; close; break; } end; LV4_21: LV4_31: mes "[Kayron]"; mes "I feel something different about you."; mes "Did you come here with a purpose?"; mes "I am envious of you..."; close; LV4_23: mes "[Kayron]"; mes "I used to be called Kayron when I was alive."; mes "But now I am nothing but"; mes "a ghost wandering this place."; mes "I am worthless...I cannot do anything"; mes "without a body..."; next; set @dap1$, "You are helpless."; input @answer1$; if(@answer1$ == @dap1$) goto LV4_23_CORRECT; mes "[Kayron]"; mes "...? What did you just say?"; mes "I am sorry but I don't think I understood you."; close; LV4_23_CORRECT: mes "[Kayron]"; mes "Yes, You are helpless...?! Eh?"; mes "That was my father's favorite saying!"; mes "Whoa?! Ah..."; mes "Yes...I forgot that I am dead already."; mes "Why did you make me recall something from my past?"; mes "It is no use now..."; next; mes "[Kayron]"; mes "But I want to do something in return..."; mes "since you made me find a piece of my mind."; mes "I used to be a weaponsmith in the past,"; mes "therefore I am going to forge a nice weapon for you."; next; mes "[Kayron]"; mes "But you have to gather the materials for me."; mes "As you see, I do not have a body"; mes "that would allow me to touch other objects..."; mes "So you got to help me with that."; next; mes "[Kayron]"; mes "Luckily this place is filled with mysterious energy,"; mes "that makes my work easier!"; mes "Heh, even if I fail to forge one,"; mes "I don't have to worry about dying."; mes "Because I am dead already! Muhahahaha!"; next; mes "[Kayron]"; mes "I will talk to you in a while."; mes "I am trying to think of the receipe..."; set lv4_weapon, 24; close; LV4_25: if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_25_BASE_MAT; if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_25_BASE_MAT; if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_25_BASE_MAT; if(countitem($@LV4_Gold) < 20) goto LV4_25_BASE_MAT; mes "[Kayron]"; mes "Oh...you brought everything I need!"; mes "You are a reliable person unlike your appearance."; mes "But here is the thing..."; mes "There are some more materials I need..."; mes "But I cannot think of any of them...my memory"; mes "is unclear...arrrrph..."; next; mes "[Kayron]"; mes "I need to think about that a little longer."; mes "I know that I really need those materials...awwww...."; mes "Do you have any idea to bring my memory back?"; mes "At the same time, rest assured that the materials"; mes "you brought will be used for my creation. So let me keep them for you."; if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_HACK; if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_HACK; if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_HACK; if(countitem($@LV4_Gold) < 20) goto LV4_HACK; delitem $@LV4_Hammer_Of_Blacksmith, 2; delitem $@LV4_Emperium_Anvil, 1; delitem $@LV4_Illusion_Flower, 1; delitem $@LV4_Gold, 20; set lv4_weapon, 26; close; LV4_24: LV4_25_BASE_MAT: switch( lv4_weapon ) { case 24: mes "[Kayron]"; mes "Oh, you came back at a right time."; mes "I just finished my thoughts. Let me tell you one thing."; mes "I cannot guarantee you which weapon will come out of this."; mes "Also you must be willing to take a risk as well..."; mes "I guess that the result will be affected by the power"; mes "of Nifflheim at the time I make."; next; mes "[Kayron]"; mes "Let me give you the list of materials"; mes "I need. They are quite a lot,"; mes "so write them down if you need."; break; case 25: mes "[Kayron]"; mes "I will tell you the list of materials I need again."; mes "I think I need a lot of materials...so"; mes "write them down if you need."; break; } next; mes "[Kayron]"; mes "I need 2 Hammer of Blacksmith,"; mes "1 Emperium Anvil, 1 Illusion Flower and 20 Gold..."; next; mes "[Kayron]"; mes "Bring these to me first. I am kind of worried"; mes "that I forgot something...but I will try to remember"; mes "while waiting for you to bring these items."; next; mes "[Kayron]"; mes "Have a safe travel."; set lv4_weapon, 25; close; LV4_27: LV4_28: if(countitem(LV4_Gem1) < 30) goto LV4_27_NOGEM; if(countitem(LV4_Gem2) < 30) goto LV4_27_NOGEM; if(countitem(LV4_Gem3) < 30) goto LV4_27_NOGEM; mes "[Kayron]"; mes "...Um? The items that you brought to me seem"; mes "to be good materials for my creation..."; mes "Give them to me, I shall try first!"; next; mes "[Kayron]"; mes "Oh...I was right! How did you"; mes "know these are materials I need?"; mes "Great, give me a moment!"; next; mes "[Kayron]"; mes "...wait, I must test your luck first."; mes "Since I am not sure about the result,"; mes "we should place trust in luck for the result of my creation."; mes "You must have good luck..."; next; mes "[Kayron]"; mes "We are going to play 'Rock, Paper, Scissors'."; mes "You must win at least 2 out of 3 times."; mes "If you fail, you must throw away a large amount"; mes "of one of the 3 kinds of ore that you have brought."; mes "It is for driving away your bad luck."; next; mes "[Kayron]"; mes "I will give you a piece of paper."; mes "You will write down one among 'Rock, Paper, or Scissors'."; mes "I will do the same at the same time."; mes "We will compare each other's paper after."; next; set @shobu, 0; for( set @i, 1; @i <= 3; set @i, @i + 1 ) { if(@i == 2) mes "[Kayron]"; if(@i == 2) mes "Let's play the second one!"; if(@i == 3) mes "[Kayron]"; if(@i == 3) mes "This will be the last one!"; if(@i == 3) mes "Let's compare after this."; set @npchand[@i], rand(1, 3); switch( select( "Scissors", "Rock", "Paper" ) ) { case 1: set @myhand[@i], 1; if(@npchand[@i] == 3) set @shobu, @shobu + 1; break; case 2: set @myhand[@i], 2; if(@npchand[@i] == 1) set @shobu, @shobu + 1; break; case 3: set @myhand[@i], 3; if(@npchand[@i] == 2) set @shobu, @shobu + 1; break; } } if(countitem(LV4_Gem1) < 30) goto LV4_HACK; if(countitem(LV4_Gem2) < 30) goto LV4_HACK; if(countitem(LV4_Gem3) < 30) goto LV4_HACK; if(@shobu > 1) goto LV4_27_WIN; switch ( rand(1 ,3) ) { case 1: delitem LV4_Gem1, 30; break; case 2: delitem LV4_Gem2, 30; break; case 3: delitem LV4_Gem3, 30; break; } goto LV4_27_RESULT; LV4_27_WIN: delitem LV4_Gem1, 30; delitem LV4_Gem2, 30; delitem LV4_Gem3, 30; set lv4_weapon, lv4_weapon + 2; goto LV4_27_RESULT; LV4_27_RESULT: mes "[Kayron]"; mes "Okay...I played in the order of..."; for( set @i, 1; @i <= 3; set @i, @i + 1 ) { if(@npchand[@i] == 1) mes "Scissors"; if(@npchand[@i] == 2) mes "Rock"; if(@npchand[@i] == 3) mes "Paper"; } next; mes "[Kayron]"; mes "You did in the order of..."; for( set @i, 1; @i <= 3; set @i, @i + 1 ) { if(@myhand[@i] == 1) mes "Scissors"; if(@myhand[@i] == 2) mes "Rock"; if(@myhand[@i] == 3) mes "Paper"; } next; if(@shobu > 1) goto LV4_27_SAY_WIN; mes "[Kayron]"; mes "Well well well...you lost the game."; mes "Ah~ you were close though..."; mes "We must drive away bad luck."; next; mes "[Kayron]"; mes "Okay, I will wait here,"; mes "go bring me the materials again..."; close; LV4_27_SAY_WIN: mes "[Kayron]"; mes "Let's see..."; mes "You won total " + @shobu + " times."; mes "Ah~ you must be really good at game!"; mes "Yes, your luck is at its highest!"; next; mes "[Kayron]"; mes "I am going to keep my promise."; mes "But I need some time to prepare."; mes "Give me the materials now and I will talk to you later."; close; LV4_26: LV4_27_NOGEM: mes "[Kayron]"; mes "Arph...it has not gotten into my memory yet."; mes "Awww....this is a problem."; mes "I used to often discuss the materials"; mes "with my family...now I cannot remember what they are..."; close; LV4_29: LV4_30: mes "[Kayron]"; mes "Hahaha...you came back at the right time."; mes "The result? Do you want to know about the result?..."; mes "Haha...okay...let's see..."; next; mes "[Kayron]"; mes "...YES! It's a success!"; mes "I created the weapon that got me killed last time!"; mes "Look at this...haha! I died while making this!"; mes "... The name of the weapon is..."; switch( rand(1, 2) ) { case 1: if(lv4_weapon == 29) mes "Great Axe! Weee~ I made it!"; if(lv4_weapon == 29) getitem 1364 ,1; // 1364,Great_Axe if(lv4_weapon == 30) mes "Longinus's Spear! Weee~ I made it!"; if(lv4_weapon == 30) getitem 1469, 1; // 1469,Longinus's_Spear break; case 2: if(lv4_weapon == 29) mes "Guillotine! Weee~ I made it!"; if(lv4_weapon == 29) getitem 1369, 1; // 1369,Guillotine if(lv4_weapon == 30) mes "Brionac! Weee~ I made it!"; if(lv4_weapon == 30) getitem 1470, 1; // 1470,Brionac } set lv4_weapon, 0; next; mes "[Kayron]"; mes "I finally succeeded in the research..."; mes "I want to show this result to my father..."; mes "He will be really happy for this."; next; mes "[Kayron]"; mes "Ah~ I feel my memories are fading again..."; mes "If you see me next time..."; mes "please let me remember the memories again..."; mes "Thank you..."; close; //-------------------------------------------------- //Hack Attempt //-------------------------------------------------- LV4_HACK: mes "[Kayron]"; mes "Hmm. There seems to be a bit of problem."; set lv4_weapon, 0; logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest."; close; } //-------------------------------------------------- // Reyghema, creates Berserk, Tjungkulleti, Rudra's Bow and Brocca(Skewer) //-------------------------------------------------- niflheim,99,268,5 script Reyghema 794,{ set @NowWeight, MaxWeight - Weight; if (@NowWeight >= 3000) goto LV4_NOT_OW; mes "- Wait a minute! -"; mes "- You are currently overweight. -"; mes "- Please lose some weight -"; mes "- and try again. -"; close; LV4_NOT_OW: if(BaseLevel >= 80) goto LV4_LEVEL_PASS; mes "[Reyghema]"; mes "Um? Do you have any business with me?"; mes "Sorry but I don't. I'm also not"; mes "speaking to a weak person like you."; mes "Have a safe travel~"; close; LV4_LEVEL_PASS: if(lv4_weapon == 0) goto LV4_0; if(lv4_weapon < 31) goto LV4_30; if(lv4_weapon == 31) goto LV4_31; if(lv4_weapon == 32) goto LV4_32; if(lv4_weapon == 33) goto LV4_33; if(lv4_weapon == 34) goto LV4_34; if(lv4_weapon == 35) goto LV4_35; if(lv4_weapon == 36) goto LV4_36; if(lv4_weapon == 37) goto LV4_37; if(lv4_weapon == 38) goto LV4_38; if(lv4_weapon == 39) goto LV4_39; if(lv4_weapon > 39) goto LV4_40; end; // shouldn't be here LV4_0: LV4_31: mes "[Reyghema]"; mes "Darn it...I didn't want to die!"; mes "Well...there is no living thing that wants to die but..."; mes "Especially me, I was too young to die!"; mes "Youth! ...Ah...I just remember the word."; mes "Speaking of which...I think I usually said something related to that..."; next; if(lv4_weapon == 0) goto LV4_0_ASK; mes "[Reyghema]"; mes "Ah...I cannot remember what I was going to say..."; mes "Waaahhh.....I cannot remember...."; mes "My memory is gone...!"; close; LV4_0_ASK: switch( select( "Show interest.", "Igonore him." ) ) { case 1: mes "[Reyghema]"; mes "Ah...I cannot remember what I was going to say..."; mes "Waaahhh.....I cannot remember...."; mes "My memory is gone...!"; set lv4_weapon, 31; close; break; case 2: mes "- Because you decided to ignore him, -"; mes "- you are no longer able to hear him. -"; close; break; } end; LV4_30: LV4_40: mes "[Reyghema]"; mes "I feel something different about you."; mes "Did you come here with a purpose?"; mes "I am envious of you..."; close; LV4_32: mes "[Reyghema]"; mes "I used to be called Reyghema when I was alive."; mes "But now I am nothing but"; mes "a ghost wandering this place."; mes "I am worthless...I cannot do anything"; mes "without a body..."; next; set @dap2$, "That means that you never regret anything!"; input @answer2$; if(@answer2$ == @dap2$) goto LV4_32_CORRECT; mes "[Reyghema]"; mes "What? Do you want to play a game with me or what?"; mes "Unfortunately I have something to do..."; mes "wait...what was I going to do?"; close; LV4_32_CORRECT: mes "[Reyghema]"; mes "..."; next; mes "[Reyghema]"; mes "..."; mes "......"; next; mes "[Reyghema]"; mes "..."; mes "......"; mes "........."; next; mes "[Reyghema]"; mes "That's right! I am Bill Thayer the Weaponsmith's"; mes "second son! And I must forge a weapon"; mes "in order to not regret my youth!"; mes "Even if I am dead, I cannot give it up!"; next; mes "[Reyghema]"; mes "Hey you, thank you for letting me have my memory back!"; mes "You need to do me another favor!"; mes "Bring me some items, I need to forge a weapon."; mes "Once I make one, I will give it to you in return for your favor."; next; mes "[Reyghema]"; mes "Reyghema, breathe deeply first...phew~."; mes "Give me a second!"; set lv4_weapon, 33; close; LV4_34: if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_34_BASE_MAT; if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_34_BASE_MAT; if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_34_BASE_MAT; if(countitem($@LV4_Gold) < 20) goto LV4_34_BASE_MAT; mes "[Reyghema]"; mes "Oh...you brought everything I need!"; mes "You are a reliable person unlike you appear."; mes "But here is the thing..."; mes "There are some more materials I need..."; mes "But I cannot think of any of them...my memory"; mes "is unclear...arrrrph..."; next; mes "[Reyghema]"; mes "I need to think about that a little longer."; mes "I know that I really need those materials...awwww...."; mes "Do you have any idea to bring my memory back?"; mes "At the same time, rest assured that the materials"; mes "you brought will be used for my creation. So let me keep them for you."; if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_HACK; if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_HACK; if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_HACK; if(countitem($@LV4_Gold) < 20) goto LV4_HACK; delitem $@LV4_Hammer_Of_Blacksmith, 2; delitem $@LV4_Emperium_Anvil, 1; delitem $@LV4_Illusion_Flower, 1; delitem $@LV4_Gold, 20; set lv4_weapon, 35; close; LV4_33: LV4_34_BASE_MAT: switch( lv4_weapon ) { case 33: mes "[Reyghema]"; mes "Okay. You don't need any other explaination, do you?"; mes "I will tell you what I need"; mes "so please do not forget those materials."; break; case 34: mes "[Reyghema]"; mes "I will tell you the list of materials I need again."; mes "I think I need a lot of materials...so"; mes "write them down if you need."; break; } next; mes "[Reyghema]"; mes "I need 2 Hammer of Blacksmith,"; mes "1 Emperium Anvil, 1 Illusion Flower and 20 Gold..."; mes "...wait...are they all...or do I need more?!"; if(lv4_weapon == 33) next; if(lv4_weapon == 33) mes "[Reyghema]"; if(lv4_weapon == 33) mes "Ah...I think need something more...it's very important..."; if(lv4_weapon == 33) mes "But I cannot remember what more I need....!"; if(lv4_weapon == 33) mes "Bah...this is so frustrating."; set lv4_weapon, 34; close; LV4_36: LV4_37: if(countitem(LV4_Gem1) < 30) goto LV4_36_NOGEM; if(countitem(LV4_Gem2) < 30) goto LV4_36_NOGEM; if(countitem(LV4_Gem3) < 30) goto LV4_36_NOGEM; mes "[Reyghema]"; mes "...Um? The items that you brought to me seem"; mes "to be good materials for my creation..."; mes "Give them to me, I shall try first!"; next; mes "[Reyghema]"; mes "Oh...I was right! How did you"; mes "know these are materials I need?"; mes "Great, give me a moment!"; next; mes "[Reyghema]"; mes "...wait, I must test your luck first."; mes "Since I am not sure about the result,"; mes "we should place trust in luck for the result of my creation."; mes "You must have good luck..."; next; mes "[Reyghema]"; mes "We are going to play 'Rock, Paper, Scissors'."; mes "You must win at least 2 out of 3 times."; mes "If you fail, you must leave a large amount"; mes "of one material you have brought."; mes "It is for driving away your bad luck."; next; mes "[Reyghema]"; mes "I will give you a piece of paper."; mes "You will write down one among 'Rock, Paper, or Scissors'."; mes "I will do the same at the same time."; mes "We will then compare each other's paper."; next; set @shobu, 0; for( set @i, 1; @i <= 3; set @i, @i + 1 ) { if(@i == 2) mes "[Reyghema]"; if(@i == 2) mes "Let's play the second one!"; if(@i == 3) mes "[Reyghema]"; if(@i == 3) mes "This will be the last one!"; if(@i == 3) mes "Let's compare after this."; set @npchand[@i], rand(1, 3); switch( select( "Scissors", "Rock", "Paper" ) ) { case 1: set @myhand[@i], 1; if(@npchand[@i] == 3) set @shobu, @shobu + 1; break; case 2: set @myhand[@i], 2; if(@npchand[@i] == 1) set @shobu, @shobu + 1; break; case 3: set @myhand[@i], 3; if(@npchand[@i] == 2) set @shobu, @shobu + 1; break; } } if(countitem(LV4_Gem1) < 30) goto LV4_HACK; if(countitem(LV4_Gem2) < 30) goto LV4_HACK; if(countitem(LV4_Gem3) < 30) goto LV4_HACK; if(@shobu > 1) goto LV4_36_WIN; switch ( rand(1 ,3) ) { case 1: delitem LV4_Gem1, 30; break; case 2: delitem LV4_Gem2, 30; break; case 3: delitem LV4_Gem3, 30; break; } goto LV4_36_RESULT; LV4_36_WIN: delitem LV4_Gem1, 30; delitem LV4_Gem2, 30; delitem LV4_Gem3, 30; set lv4_weapon, lv4_weapon + 2; goto LV4_36_RESULT; LV4_36_RESULT: mes "[Reyghema]"; mes "Okay...I played in the order of..."; for( set @i, 1; @i <= 3; set @i, @i + 1 ) { if(@npchand[@i] == 1) mes "Scissors"; if(@npchand[@i] == 2) mes "Rock"; if(@npchand[@i] == 3) mes "Paper"; } next; mes "[Reyghema]"; mes "You did in the order of..."; for( set @i, 1; @i <= 3; set @i, @i + 1 ) { if(@myhand[@i] == 1) mes "Scissors"; if(@myhand[@i] == 2) mes "Rock"; if(@myhand[@i] == 3) mes "Paper"; } next; if(@shobu > 1) goto LV4_36_SAY_WIN; mes "[Reyghema]"; mes "Well well well...you lost the game."; mes "Ah~ you were close though..."; mes "We must drive away bad luck."; next; mes "[Reyghema]"; mes "Okay, I will wait here,"; mes "go bring me the materials again..."; close; LV4_36_SAY_WIN: mes "[Reyghema]"; mes "Let's see..."; mes "You won total " + @shobu + " times."; mes "Ah~ you must be really good at game!"; mes "Yes, your luck is at its highest!"; next; mes "[Reyghema]"; mes "I am going to keep my promise."; mes "But I need some time to prepare."; mes "Give me the materials now and I will talk to you later."; close; LV4_35: LV4_36_NOGEM: mes "[Reyghema]"; mes "Not yet! I have not remembered it yet! Awwww..."; mes "This is killing me..."; mes "Oh, wait...I died already..."; mes "God damn it!"; close; LV4_38: LV4_39: mes "[Reyghema]"; mes ".................."; next; mes "[Reyghema]"; mes "...YES! It's a success!"; mes "I created the weapon that got me killed last time!"; mes "Look at this...haha! I died while making this!"; mes "... The name of the weapon is..."; switch( rand(1, 2) ) { case 1: if(lv4_weapon == 38) mes "Berserk! Weee~ Weee~ I made it!"; if(lv4_weapon == 38) getitem 1814 ,1; // 1814,Berserk if(lv4_weapon == 39) mes "Tjungkuletti! Weee~ I made it!"; if(lv4_weapon == 39) getitem 1416, 1; // 1416,Tjungkuletti break; case 2: if(lv4_weapon == 38) mes "Rudra's Bow! Weee~ I made it!"; if(lv4_weapon == 38) getitem 1720, 1; // 1720,Bow_of_Rudra if(lv4_weapon == 39) mes "Brocca!"; if(lv4_weapon == 39) getitem 1415, 1; // 1415,Skewer } set lv4_weapon, 0; next; mes "[Reyghema]"; mes "...*sigh*."; next; mes "[Reyghema]"; mes "Happiness lasts too short..."; mes "As I am a dead man, I think I am not allowed"; mes "to keep the memory of past...."; mes "My memory is fading again..."; next; mes "[Reyghema]"; mes "But thank you for letting me achieve"; mes "my long-cherished desire."; mes "If we meet again, please let me"; mes "retrieve my memory of past again."; mes "So I can try forging another weapon."; next; mes "[Reyghema]"; mes "Farewell, adventurer."; close; //-------------------------------------------------- //Hack Attempt //-------------------------------------------------- LV4_HACK: mes "[Reyghema]"; mes "Hmm. There seems to be a bit of problem."; set lv4_weapon, 0; logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest."; close; } //-------------------------------------------------- // Hein, creates Excalibur, Schweisersabel, Dragon Slayer and Edge //-------------------------------------------------- niflheim,187,280,3 script Hein 795,{ set @NowWeight, MaxWeight - Weight; if (@NowWeight >= 3000) goto LV4_NOT_OW; mes "- Wait a minute! -"; mes "- You are currently overweight. -"; mes "- Please lose some weight -"; mes "- and try again. -"; close; LV4_NOT_OW: if(BaseLevel >= 80) goto LV4_LEVEL_PASS; mes "[Hein]"; mes "You should care about other people"; mes "more than yourself..."; mes "You are quite weak for an adventurer."; close; LV4_LEVEL_PASS: if(lv4_weapon == 0) goto LV4_0; if(lv4_weapon < 40) goto LV4_39; if(lv4_weapon == 40) goto LV4_40; if(lv4_weapon == 41) goto LV4_41; if(lv4_weapon == 42) goto LV4_42; if(lv4_weapon == 43) goto LV4_43; if(lv4_weapon == 44) goto LV4_44; if(lv4_weapon == 45) goto LV4_45; if(lv4_weapon == 46) goto LV4_46; if(lv4_weapon == 47) goto LV4_47; if(lv4_weapon == 48) goto LV4_48; if(lv4_weapon > 48) goto LV4_49; end; // shouldn't be here LV4_0: LV4_40: mes "[Hein]"; mes "Ah...are you going to ask me something?"; mes "However, I am not accepting money"; mes "from my client. Because."; mes "It brings me bad luck to..."; mes "...whaat? What did I just say?"; mes "Awww....I am confused."; next; if(lv4_weapon == 0) goto LV4_0_ASK; mes "[Hein]"; mes "Why did I speak of money?"; mes "I am a dead man and dead people"; mes "do not need money...arf!"; mes "My head is hurting...I guess that"; mes "a dead man can have a headache!"; close; LV4_0_ASK: switch( select( "Show interest.", "Igonore him." ) ) { case 1: mes "[Hein]"; mes "Why did I speak of money?"; mes "I am a dead man and dead people"; mes "do not need money...arf!"; mes "My head is hurting...I guess that"; mes "a dead man can have a headache!"; set lv4_weapon, 40; close; break; case 2: mes "- Because you decided to ignore him, -"; mes "- you are no longer able to hear him. -"; close; break; } end; LV4_39: LV4_49: mes "[Hein]"; mes "I feel something different from you."; mes "Did you come here with a purpose?"; mes "I am envious of you..."; close; LV4_41: mes "[Hein]"; mes "Ah...are you going to ask me something?"; mes "However, I am not accepting money"; mes "from my client. Because."; mes "It brings me bad luck to..."; next; set @dap3$, "to forge a good weapon."; input @answer3$; if(@answer3$ == @dap3$) goto LV4_41_CORRECT; mes "[Hein]"; mes "...? What are you talking about?"; mes "What was I going to say?"; mes "Arf....my head is hurting...!"; close; LV4_41_CORRECT: mes "[Hein]"; mes "That's right! It's bad luck!"; mes "Creating weapons is betting! And I am...I am?"; mes "Oh right...I forgot that. Yes, I am dead."; mes "Ahahahahaha."; set lv4_weapon, 42; next; mes "[Hein]"; mes "Well, I must be a lucky dead man"; mes "for remembering my past!"; mes "Hahahahaha!"; next; mes "[Hein]"; mes "Perhaps God wants me to"; mes "continue my research...?"; mes "wait, let me ask you a favor."; next; mes "[Hein]"; mes "Can you bring me some materials"; mes "that I need for my research?"; mes "If I succeed in the research,"; mes "I will give you the result in return."; next; mes "[Hein]"; mes "You can take your time to think of my offer."; mes "Please talk to me later."; close; LV4_43: if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_43_BASE_MAT; if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_43_BASE_MAT; if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_43_BASE_MAT; if(countitem($@LV4_Gold) < 20) goto LV4_43_BASE_MAT; mes "[Hein]"; mes "Oh, you have brought the materials I asked."; mes "Here's the thing. I cannot remember what I need other than those..."; mes "Aww....I need some more time to think of them..."; next; mes "[Hein]"; mes "Please try to search what I need...if you can."; mes "Of course, it will not be an easy job for you"; mes "to do so...but I know you have a body to move with your will..."; mes "It is still better than being a ghost like me..."; next; mes "[Hein]"; mes "Please give me all the materials you have brought."; mes "I will keep them for you."; if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_HACK; if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_HACK; if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_HACK; if(countitem($@LV4_Gold) < 20) goto LV4_HACK; delitem $@LV4_Hammer_Of_Blacksmith, 2; delitem $@LV4_Emperium_Anvil, 1; delitem $@LV4_Illusion_Flower, 1; delitem $@LV4_Gold, 20; set lv4_weapon, 44; close; LV4_42: LV4_43_BASE_MAT: switch( lv4_weapon ) { case 42: mes "[Hein]"; mes "I will take you speaking to me again"; mes "as the approval of my request."; mes "Thank you so much."; next; mes "[Hein]"; mes "I need 2 Hammer of Blacksmith,"; mes "1 Emperium Anvil, 1 Illusion Flower and 20 Gold..."; mes "Most likely they are the ones I need."; next; mes "[Hein]"; mes "And I do need 3 more things..."; mes "but I have a hard time remembering what they are."; mes "That means that my memory of the past is not"; mes "absolutely back."; next; mes "[Hein]"; mes "*sigh*...I am so sorry to ask of you this..."; mes "but please search for what those 3 things are."; mes "In the meantime, I will try to remember them."; mes "Thank you."; set lv4_weapon, 43; break; case 43: mes "[Hein]"; mes "I need 2 Hammer of Blacksmith,"; mes "1 Emperium Anvil, 1 Illusion Flower and 20 Gold..."; mes "Most likely they are the ones I need."; break; } close; LV4_45: LV4_46: if(countitem(LV4_Gem1) < 30) goto LV4_45_NOGEM; if(countitem(LV4_Gem2) < 30) goto LV4_45_NOGEM; if(countitem(LV4_Gem3) < 30) goto LV4_45_NOGEM; mes "[Hein]"; mes "...Um? The items that you brought to me seem"; mes "to be good materials for my creation..."; mes "Give them to me, I shall try first!"; next; mes "[Hein]"; mes "Oh...I was right! How did you"; mes "know these are materials I need?"; mes "Great, give me a moment!"; next; mes "[Hein]"; mes "...Wait, I must test your luck first."; mes "Since I am not sure about the result,"; mes "we should trust to luck for the result of my creation."; mes "You must have good luck..."; next; mes "[Hein]"; mes "We are going to play 'Rock, Paper, Scissors'."; mes "You must win at least 2 out of 3 times."; mes "If you fail, you must leave a large amount"; mes "of one material you have brought."; mes "It is for driving away your bad luck."; next; mes "[Hein]"; mes "I will give you a piece of paper."; mes "You will write down one among 'Rock, Paper, or Scissors'."; mes "I will do the same at the same time."; mes "We will then compare each other's paper at the end."; next; set @shobu, 0; for( set @i, 1; @i <= 3; set @i, @i + 1 ) { if(@i == 2) mes "[Hein]"; if(@i == 2) mes "Let's play the second one!"; if(@i == 3) mes "[Hein]"; if(@i == 3) mes "This will be the last one!"; if(@i == 3) mes "Let's compare after this."; set @npchand[@i], rand(1, 3); switch( select( "Scissors", "Rock", "Paper" ) ) { case 1: set @myhand[@i], 1; if(@npchand[@i] == 3) set @shobu, @shobu + 1; break; case 2: set @myhand[@i], 2; if(@npchand[@i] == 1) set @shobu, @shobu + 1; break; case 3: set @myhand[@i], 3; if(@npchand[@i] == 2) set @shobu, @shobu + 1; break; } } if(countitem(LV4_Gem1) < 30) goto LV4_HACK; if(countitem(LV4_Gem2) < 30) goto LV4_HACK; if(countitem(LV4_Gem3) < 30) goto LV4_HACK; if(@shobu > 1) goto LV4_45_WIN; switch ( rand(1 ,3) ) { case 1: delitem LV4_Gem1, 30; break; case 2: delitem LV4_Gem2, 30; break; case 3: delitem LV4_Gem3, 30; break; } goto LV4_45_RESULT; LV4_45_WIN: delitem LV4_Gem1, 30; delitem LV4_Gem2, 30; delitem LV4_Gem3, 30; set lv4_weapon, lv4_weapon + 2; goto LV4_45_RESULT; LV4_45_RESULT: mes "[Hein]"; mes "Okay...I played in the order of..."; for( set @i, 1; @i <= 3; set @i, @i + 1 ) { if(@npchand[@i] == 1) mes "Scissors"; if(@npchand[@i] == 2) mes "Rock"; if(@npchand[@i] == 3) mes "Paper"; } next; mes "[Hein]"; mes "You did in the order of..."; for( set @i, 1; @i <= 3; set @i, @i + 1 ) { if(@myhand[@i] == 1) mes "Scissors"; if(@myhand[@i] == 2) mes "Rock"; if(@myhand[@i] == 3) mes "Paper"; } next; if(@shobu > 1) goto LV4_45_SAY_WIN; mes "[Hein]"; mes "Well well well...you lost the game."; mes "Ah~ you were close though..."; mes "We must drive away bad luck."; next; mes "[Hein]"; mes "Okay, I will wait here,"; mes "go bring me the materials again..."; close; LV4_45_SAY_WIN: mes "[Hein]"; mes "Let's see..."; mes "You won total " + @shobu + " times."; mes "Ah~ you must be really good at game!"; mes "Yes, your luck is at its highest!"; next; mes "[Hein]"; mes "I am going to keep my promise."; mes "But I need some time to prepare."; mes "Give me the materials now and I will talk to you later."; close; LV4_44: LV4_45_NOGEM: mes "[Hein]"; mes "I am sorry but please give me more time to remember the materials..."; mes "I had really good memory when I was alive..."; mes "So I could even recite them right after I woke up..."; close; LV4_47: LV4_48: mes "[Hein]"; mes "Oh, yes. I just finished the work."; mes "Do you want to know the result? Okay..."; mes "Breathe deeply...before we check."; mes "The result is..."; next; mes "[Hein]"; mes "a Big Success! This is great!"; mes "I have not labored in vain!"; mes "Let's see the weapon...it is..."; switch( rand(1, 2) ) { case 1: if(lv4_weapon == 47) mes "Edge."; if(lv4_weapon == 47) getitem 1132 ,1; // 1132,Edge if(lv4_weapon == 48) mes "Dragon Slayer."; if(lv4_weapon == 48) getitem 1166, 1; // 1166,Dragon_Slayer break; case 2: if(lv4_weapon == 47) mes "Excalibur."; if(lv4_weapon == 47) getitem 1137, 1; // 1137,Excalibur if(lv4_weapon == 48) mes "Schweizersabel."; if(lv4_weapon == 48) getitem 1167, 1; // 1167,Schweizersabel } set lv4_weapon, 0; next; mes "[Hein]"; mes "Well...this is it."; mes "I feel my memory is fading again..."; mes "Hahaha...being dead is not good."; next; mes "[Hein]"; mes "Thank you for your help. And if you have"; mes "a chance to visit Nifflheim again,"; mes "please come back and retrieve my memory once more..."; next; mes "[Hein]"; mes "Aaahhhh! I don't think I will"; mes "remember you next time..."; mes "Take care, adventurer...father, I made it..."; close; //-------------------------------------------------- //Hack Attempt //-------------------------------------------------- LV4_HACK: mes "[Hein]"; mes "Hmm. There seems to be a bit of problem."; set lv4_weapon, 0; logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest."; close; } //-------------------------------------------------- // Waltboughst, creates Byeollungum, Exorciser(excercise), Combat Knife and Grand Cross //-------------------------------------------------- niflheim,331,72,3 script Waltboughst 795,{ set @NowWeight, MaxWeight - Weight; if (@NowWeight >= 3000) goto LV4_NOT_OW; mes "- Wait a minute! -"; mes "- You are currently overweight. -"; mes "- Please lose some weight -"; mes "- and try again. -"; close; LV4_NOT_OW: if(BaseLevel >= 80) goto LV4_LEVEL_PASS; mes "[Waltboughst]"; mes "...Hah!"; close; LV4_LEVEL_PASS: if(lv4_weapon == 0) goto LV4_0; if(lv4_weapon < 49) goto LV4_48; if(lv4_weapon == 49) goto LV4_49; if(lv4_weapon == 50) goto LV4_50; if(lv4_weapon == 51) goto LV4_51; if(lv4_weapon == 52) goto LV4_52; if(lv4_weapon == 53) goto LV4_53; if(lv4_weapon == 54) goto LV4_54; if(lv4_weapon == 55) goto LV4_55; if(lv4_weapon == 56) goto LV4_56; if(lv4_weapon == 57) goto LV4_57; if(lv4_weapon > 57) goto LV4_58; end; // shouldn't be here LV4_0: LV4_49: mes "[Waltboughst]"; mes "Ah~ it is so frustrating to be a dead man."; mes "Because I cannot do anything without a body."; mes "You know what my father used to say?"; mes "Trying best does not always"; mes "result in a success."; mes "However...errr?"; next; if(lv4_weapon == 0) goto LV4_0_ASK; mes "[Waltboughst]"; mes "...What was my father's"; mes "quote? Why am I stuck in"; mes "here after death? Hey, you"; mes "Do you know anything about"; mes "Waltboughst when he was"; mes "alive?"; close; LV4_0_ASK: switch( select( "Show interest.", "Igonore him." ) ) { case 1: mes "[Waltboughst]"; mes "...what did he say afterwards?"; mes "Speaking of which, why am I"; mes "so anxious to do something?"; mes "I am a dead man, and a dead man is not supposed to do anything!"; mes "Hey, do you know anything about me when I was alive?"; set lv4_weapon, 49; close; break; case 2: mes "- Because you decided to ignore him, -"; mes "- you are no longer able to hear him. -"; close; break; } end; LV4_48: LV4_58: mes "[Waltboughst]"; mes "I feel something different about you."; mes "Did you come here with a purpose?"; mes "I am envious of you..."; close; LV4_50: mes "[Waltboughst]"; mes "Ah~ it is so frustrating to be a dead man."; mes "Because I cannot do anything without a body."; mes "You know what my father used to say?"; mes "Trying best does not always"; mes "result in a success."; mes "However..."; next; set @dap4$, "All the successful men in the history tried their best!"; input @answer4$; if(@answer4$ == @dap4$) goto LV4_50_CORRECT; mes "[Waltboughst]"; mes "...What? What did you just say?"; mes "Hmmm."; close; LV4_50_CORRECT: mes "[Waltboughst]"; mes "Yes! That was it!"; mes "Since I am dead, I cannot even try!"; mes "Eh...?! Ah!"; mes "I see, I see now."; mes "I must have been killed by some kind of accident!"; set lv4_weapon, 51; next; mes "[Waltboughst]"; mes "Okay, I am not going to end this way."; mes "Hey, you were meant to meet me!"; mes "You got to do me a favor, now!"; next; mes "[Waltboughst]"; mes "I will give you the result of my research"; mes "in return! All I want is to compete my research,"; mes "not the result."; next; mes "[Waltboughst]"; mes "Well, give me some time to remember"; mes "what I need for my research."; mes "I will talk to you later."; close; LV4_52: if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_52_BASE_MAT; if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_52_BASE_MAT; if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_52_BASE_MAT; if(countitem($@LV4_Gold) < 20) goto LV4_52_BASE_MAT; mes "[Waltboughst]"; mes "Oh...you brought everything I need!"; mes "You were quick this time...I am still having"; mes "a hard time remembering what I need other than those."; mes "This is not good, this is not good at all."; next; mes "[Waltboughst]"; mes "Anyways, I will keep those materials for you."; mes "And give me some more times to"; mes "remember what I need...arph!"; if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_HACK; if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_HACK; if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_HACK; if(countitem($@LV4_Gold) < 20) goto LV4_HACK; delitem $@LV4_Hammer_Of_Blacksmith, 2; delitem $@LV4_Emperium_Anvil, 1; delitem $@LV4_Illusion_Flower, 1; delitem $@LV4_Gold, 20; set lv4_weapon, 53; close; LV4_51: LV4_52_BASE_MAT: switch( lv4_weapon ) { case 51: mes "[Waltboughst]"; mes "Umm, you came back so early."; mes "I just remembered the materials."; next; mes "[Waltboughst]"; mes "I need 2 Hammer of Blacksmith,"; mes "1 Emperium Anvil, 1 Illusion Flower and 20 Gold..."; next; mes "[Waltboughst]"; mes "I do need some other items...but I need some time"; mes "to remember those. Oh well,"; mes "we have enough time, so let me think of them."; set lv4_weapon, 52; break; case 52: mes "[Waltboughst]"; mes "I need 2 Hammer of Blacksmith,"; mes "1 Emperium Anvil, 1 Illusion Flower and 20 Gold..."; mes "Most likey they will be the ones I need..."; break; } close; LV4_54: LV4_55: if(countitem(LV4_Gem1) < 30) goto LV4_54_NOGEM; if(countitem(LV4_Gem2) < 30) goto LV4_54_NOGEM; if(countitem(LV4_Gem3) < 30) goto LV4_54_NOGEM; mes "[Waltboughst]"; mes "...Um? The items that you brought to me seem"; mes "to be good materials for my creation..."; mes "Give them to me, I shall try first!"; next; mes "[Waltboughst]"; mes "Oh...I was right! How did you"; mes "know these are materials I need?"; mes "Great, give me a moment!"; next; mes "[Waltboughst]"; mes "...wait, I must test your luck first."; mes "Since I am not sure about the result,"; mes "we should trust to luck for the result of my creation."; mes "You must have good luck..."; next; mes "[Waltboughst]"; mes "We are going to play 'Rock, Paper, Scissors'."; mes "You must win at least 2 out of 3 times."; mes "If you fail, you must leave a large amount"; mes "of one material you have brought."; mes "It is for driving away your bad luck."; next; mes "[Waltboughst]"; mes "I will give you a piece of paper."; mes "You will write down one among 'Rock, Paper, or Scissors'."; mes "I will do the same at the same time."; mes "We will then compare each other's paper at the end."; next; set @shobu, 0; for( set @i, 1; @i <= 3; set @i, @i + 1 ) { if(@i == 2) mes "[Waltboughst]"; if(@i == 2) mes "Let's play the second one!"; if(@i == 3) mes "[Waltboughst]"; if(@i == 3) mes "This will be the last one!"; if(@i == 3) mes "Let's compare after this."; set @npchand[@i], rand(1, 3); switch( select( "Scissors", "Rock", "Paper" ) ) { case 1: set @myhand[@i], 1; if(@npchand[@i] == 3) set @shobu, @shobu + 1; break; case 2: set @myhand[@i], 2; if(@npchand[@i] == 1) set @shobu, @shobu + 1; break; case 3: set @myhand[@i], 3; if(@npchand[@i] == 2) set @shobu, @shobu + 1; break; } } if(countitem(LV4_Gem1) < 30) goto LV4_HACK; if(countitem(LV4_Gem2) < 30) goto LV4_HACK; if(countitem(LV4_Gem3) < 30) goto LV4_HACK; if(@shobu > 1) goto LV4_54_WIN; switch ( rand(1 ,3) ) { case 1: delitem LV4_Gem1, 30; break; case 2: delitem LV4_Gem2, 30; break; case 3: delitem LV4_Gem3, 30; break; } goto LV4_54_RESULT; LV4_54_WIN: delitem LV4_Gem1, 30; delitem LV4_Gem2, 30; delitem LV4_Gem3, 30; set lv4_weapon, lv4_weapon + 2; goto LV4_54_RESULT; LV4_54_RESULT: mes "[Waltboughst]"; mes "Okay...I played in the order of..."; for( set @i, 1; @i <= 3; set @i, @i + 1 ) { if(@npchand[@i] == 1) mes "Scissors"; if(@npchand[@i] == 2) mes "Rock"; if(@npchand[@i] == 3) mes "Paper"; } next; mes "[Waltboughst]"; mes "You did in the order of..."; for( set @i, 1; @i <= 3; set @i, @i + 1 ) { if(@myhand[@i] == 1) mes "Scissors"; if(@myhand[@i] == 2) mes "Rock"; if(@myhand[@i] == 3) mes "Paper"; } next; if(@shobu > 1) goto LV4_54_SAY_WIN; mes "[Waltboughst]"; mes "Well well well...you lost the game."; mes "Ah~ you were close though..."; mes "We must drive away bad luck."; next; mes "[Waltboughst]"; mes "Okay, I will wait here,"; mes "go bring me the materials again..."; close; LV4_54_SAY_WIN: mes "[Waltboughst]"; mes "Let's see..."; mes "You won total " + @shobu + " times."; mes "Ah~ you must be really good at game!"; mes "Yes, your luck is at its highest!"; next; mes "[Waltboughst]"; mes "I am going to keep my promise."; mes "But I need some time to prepare."; mes "Give me the materials now and I will talk to you later."; close; LV4_53: LV4_54_NOGEM: mes "[Waltboughst]"; mes "Arph...I haven't remembered them yet."; mes "Awww....this is a problem."; mes "I must think of them as soon as possible..."; close; LV4_56: LV4_57: mes "[Waltboughst]"; mes "Hehe, I made something with the materials"; mes "in this short time! Wanna see?"; mes "Aren't you wondering about the result?"; mes "Hmmm....let's see..."; next; mes "[Waltboughst]"; mes "Waltboughst never fails!"; mes "Besides you had good luck,"; mes "so it resulted in a perfect success!"; mes "You got a nice weapon here, it is..."; switch( rand(1, 2) ) { case 1: if(lv4_weapon == 56) mes "Byeollungum!"; if(lv4_weapon == 56) getitem 1140 ,1; // 1140,Byeollungum if(lv4_weapon == 57) mes "Exorciser!"; if(lv4_weapon == 57) getitem 1233, 1; // 1233,Exercise break; case 2: if(lv4_weapon == 56) mes "Combat Knife!"; if(lv4_weapon == 56) getitem 1228, 1; // 1228,Combat_Knife if(lv4_weapon == 57) mes "Grand Cross!!"; if(lv4_weapon == 57) getitem 1528, 1; // 1528,Grand_Cross } set lv4_weapon, 0; next; mes "[Waltboughst]"; mes "I am genius! Hahahaha!"; mes "I made it when my brothers could not!"; mes "Muhahahahahaha!"; mes "Eh...err? Arrr...phhh?"; next; mes "[Waltboughst]"; mes "Damn...I must try too hard."; mes "My memory is fading again..."; mes "Oh well, somehow I proved"; mes "that I am a genius even after I died."; next; mes "[Waltboughst]"; mes "If you want me to display my genius again,"; mes "come retrieve my memory again."; mes "And thank you!"; next; mes "[Waltboughst]"; mes "Ah...my memory's dying again..."; mes "Farewell~ I don't think I will remember you"; mes "but I hope you will remember me as Waltboughst"; mes "the genius in the age!"; close; //-------------------------------------------------- //Hack Attempt //-------------------------------------------------- LV4_HACK: mes "[Waltboughst]"; mes "Hmm. There seems to be a bit of problem."; set lv4_weapon, 0; logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest."; close; }